Mentor and Apprentice Roleplay

Lessons that build a bond, the student surpassing the teacher, and 10 starters.

By the Minkplay team · Updated

A mentor and an apprentice: one who knows, one who wants to learn. A wizard and their pupil. A master swordsmith and a hopeful newcomer. A retired champion and the kid who won't leave the gym. It's one of storytelling's oldest relationships, and one of the most rewarding to roleplay, because every lesson is also a conversation about who the student is becoming.

Why the dynamic works

  • Built-in structure. Lessons, tests, progress. The story has natural milestones.
  • Two kinds of growth. The student learns a skill; the mentor often learns something too.
  • Earned respect. Respect from a demanding mentor is one of fiction's great rewards.
  • Inevitable change. Eventually the student surpasses the teacher, or leaves, or has to stand alone.

What makes a mentor interesting

The wise, patient, perfect mentor is a cliché. Better mentors have:

  • A flaw. Impatience, arrogance, bitterness, a drinking problem, a fear of failing another student.
  • A history. A student they lost, a mistake they made, a reason they stopped teaching.
  • A teaching style. Harsh, cryptic, gentle, chaotic, by-the-book.
  • Something to learn. The best mentors are changed by their students.

A mentor who swore they'd never teach again is a classic for a reason: their reluctance gives the story a starting point.

What makes an apprentice interesting

  • A reason to learn. Revenge, survival, a promise, escaping poverty, proving someone wrong.
  • A weakness to overcome. Impatience, fear, lack of talent, too much talent and no discipline.
  • A strength the mentor didn't expect. Creativity, kindness, stubbornness, a completely different approach.

The arc

  1. The meeting. The mentor refuses, or tests, or underestimates.
  2. The basics. Frustrating, repetitive lessons. "Why am I scrubbing floors?"
  3. The first breakthrough. A small success; a grudging nod.
  4. The setback. Failure, injury, doubt. Maybe the student nearly quits.
  5. The secret. The student learns why the mentor really stopped teaching.
  6. The test. A real challenge, often without the mentor's help.
  7. The surpassing. The student does something the mentor couldn't, or chooses a different path.

Running it in a chat

If you're the apprentice:

  • Be eager, but flawed. Make mistakes and learn from them.
  • Ask "why?" Mentors love to explain, or love to refuse to.
  • Push back sometimes. A student who questions is more interesting than one who obeys.

If you're the mentor:

  • Set tasks with a hidden purpose.
  • Withhold praise until it means something.
  • Let the student surprise you.

Make lessons into scenes. Each lesson should have a goal, an obstacle and an outcome. "Today you'll light a candle without touching it" is a scene.

10 mentor and apprentice starters

1. The retired master.

"I don't take students anymore." The old swordswoman doesn't look up from her garden. "I'll weed your garden every day until you change your mind." "…The tomatoes are on the left."

2. The reluctant wizard.

The wizard reads my application letter and sighs. "Your handwriting is terrible, your spelling is worse, and you've set fire to the envelope." "That was an accident." "That was magic."

3. The first lesson.

"Lesson one." My new mentor hands me a broom. "Sweep the courtyard." "When do I learn to fight?" "When the courtyard is clean."

4. The failed test.

I've failed the trial for the third time. My mentor sits down beside me on the steps. "Do you want to know how many times I failed it?"

5. The forbidden technique.

"There's one technique I'll never teach you." My mentor closes the book. "Why?" "Because the last student I taught it to is the reason I stopped teaching."

6. The boxing gym.

The coach watches me hit the bag for an hour. "You've got heart. Terrible footwork, but heart. Come back tomorrow. Six am."

7. The surgeon's resident.

"You hesitated." The surgeon peels off her gloves. "In there, hesitating kills. Tomorrow you'll do it again, and you won't hesitate."

8. The chef's kitchen.

The head chef tastes my sauce, then pours it down the sink. "Again." "What was wrong with it?" "You'll know when it's right."

9. The rival's student.

My mentor's greatest rival has offered to teach me the one thing my mentor can't. "Does your teacher know you're here?" "No." "Good. Sit."

10. The student surpasses.

For the first time in five years, I've disarmed my mentor. The sword clatters on the stone. Neither of us speaks. "…Again," she finally says, and she's smiling.

Mentors on Minkplay

Archmage Cynthia, Dean of High Arcana, runs your training sessions in the floating Arcane Spire. Rowan is teaching you to maintain the mechanism that regulates time itself. Marcus, the Golden Gloves champion, has been training you every evening since you walked into his gym as a nervous beginner. Alistair, the reluctant sire, is teaching you to survive as a newly turned vampire. They're listed below.

For magical schooling, see the magic academy prompts. A destined student often meets a mentor in the chosen one trope, and a crew of apprentices can become found family. Calm, demanding teachers often read as kuudere.

Characters to try this with

Want your own version? Build a custom character in the Studio.

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