Showing posts with label Character development. Show all posts
Showing posts with label Character development. Show all posts

Saturday, October 18

How To Give Your Character Meaningful Flaws

How To Give Your Character Meaningful Flaws


Let’s talk about blind spots.

We’re often told that protagonists need to be likable but it’s just as important that they have flaws.

I’ve just finished reading “Falling Angel” by William Hjortsberg. In that book the protagonist loses everything, even his identity. Which is a tragedy. He was courageous, resourceful and generally likable. It’s easy for the reader to identify with him, and if this was true for the reader I imagine it was true for the writer as well. But Hjortsberg resisted the impulse to coddle his protagonist and the book was better for it. 

That said, Hjortsberg didn’t give his protagonist, Harry Angel, just any flaws, he gave him flaws that seemed to grow organically from the core of his character. Giving a character blind spots is one way of achieving this.

What are blind spots?


A blind spot is a flaw, a weakness. For example, I have a friend who often complains about not being able to lose five pounds while she’s eating a bag of crunchy, vinegary finger-licking-good potato chips.

What creates a blind spot?


Desires create blind spots. Specifically, desires which fly in the face of strongly held beliefs either about ourselves or the world around us.

In my example, above, the desire being indulged was of the potato-chip-eating variety and the strongly held belief was that my friend was doing everything she could to try and lose weight. 

Taking this to a more serious level, a person might have a strong desire to learn the truth about a particular situation but not be able to get past the strongly held belief that their friend (or sibling, or mother, or father) is a good person and would, therefore, never do certain things.

Denial and unconscious defense mechanisms


I would, of course, never be this bold (or foolhardy!) but were I to call my friend on her chip-eating-duplicity and say, “You’d lose five pounds if you stopped eating potato chips,” what do you think her immediate reaction would be?

Yep, anger. Then she would try to justify her behavior. She would try and explain how her behavior really did, despite appearances to the contrary, fit with her desire to lose weight. 

Most folks, when it’s made clear to them that one or more of their behaviors flies in the face of a real or stated desire will attempt to justify it rather than change. “Oh this package of potato chips is so small and it’s only one bag. It’s not like I have one every day.” Or, “You’re right! This will be my last one, I’ll stop tomorrow.”

How to make bad things happen to good characters


Writers have to be the bad guy. They have to be mean to their characters. (Don’t Flinch)

As I mentioned at the beginning of this article, one of the ways we can lead our characters to ruin is by giving them blind spots.

The ones I’ve talked about so far are relatively mild. To show you the kind of blind spots that can make for great literature let’s take another look at “Falling Angel.” Here the protagonist, Harry Angel, has a core belief, one you and I likely share: I know who I am. Harry couldn’t have been more wrong. 

When Harry Angel finally realizes he has been blind, that he has believed a lie, it is far too late for him to save either himself or the girl he has come to love.

Creating Character Flaws: How to Use Your Character’s strengths against them


I’d never thought much about blind spots and how they can be used to create tragedy until I sat in on a workshop Bob Mayer taught at the Surrey International Writing Conference. Mayer gave some wickedly useful examples of how your character’s strengths can suggest desires which can, in turn, be used to create character flaws.

An Example: Loyalty


Loyalty is an excellent trait for a protagonist to have. Since we, as humans, tend to believe that other people are like us—that they have the same desires and strengths and weaknesses we ourselves do—people who are loyal tend to believe that other people, especially those they consider their friends, are loyal as well. (Also at work here is the principle that it’s much easier for a person to believe a statement they want to be true than it is for one they want to be false.)

Underlying need/drive/desire:
- To trust others and to be trusted in return.

Temptation:
To see the world as you would like to see it, not as it actually is. This can lead to (at least) two weaknesses:
- Gullible. The need to trust others can make a hero gullible. They want to trust others even if, deep down, they know they shouldn’t.
- Unreasonable skepticism. Often when a person has trusted someone when they shouldn’t have—and been harmed because of it—they can swing to the other end of the spectrum and not trust anyone, even someone who has proven themselves trustworthy.

Blind Spot:
- Here is the loyal character’s blind spot (or at least one of them): Even though he’s let me down in the past, this time will be different.

Another Example: Competitiveness


Let’s say a character is naturally competitive. That can be a very good thing.

Underlying need/drive/desire:
- To achieve, to conquer.

Temptation:
- To achieve and to conquer no matter the cost, no matter who it destroys in the process.

Blind Spot:
- My drive to achieve isn’t hurting anyone.

In conclusion


If you ever have a chance I highly recommend Bob Mayer’s writing workshops. I haven’t read it (I’m still snailing my way through Robert McKee’s excellent book, “Story”) but his book The Novel Writer’s Toolkit comes highly recommended.

What blind spots have you given your characters?

Photo credit: "Cat's shadow" by Marina del Castell under Creative Commons Attribution 2.0.

Wednesday, August 13

Robert McKee And Characterization vs Character

Robert McKee And Characterization vs Character



I’m reading “Story,” by Robert McKee and kicking myself for not doing this long ago. I’ve reached the part where McKee talks about the difference between character and characterization and says some eye-poppingly interesting things. Useful things.

If you haven’t read “Story,” get your hands on a copy. If you don’t want to shell out 40 dollars for a hardcover, take the book out from the library. You may end up disagreeing with what McKee says--and that’s fine, different strokes and all that--but it can help you grasp the essence of what makes a story absorbing: character and structure working together.

What Is Character? Characterization vs Character


McKee writes:

Characterization is the sum of all observable qualities of a human being, everything knowable through careful scrutiny: age and IQ; sex and sexuality; style of speech and gesture; choices of home, car, and dress; education and occupation; personality and nervosity; values and attitudes–all aspects of humanity we could know by taking notes on someone day in and day out. [...] This singular assemblage of traits is characterization ... but it is not character.” 

McKee goes on:

“TRUE CHARACTER is revealed in the choices a human being makes under pressure–the greater the pressure, the deeper the revelation, the truer the choice to the character’s essential nature.”

True character has to do with whether someone is loving or cruel, generous or selfish, strong or weak, and so on. In life as in art “The only way to know” whether someone is generous or selfish, kind or cruel, and so on, is to “witness him make choices under pressure [...]. As he chooses, he is.”

Yes!! That. What he said. I’ve felt this myself but hadn’t put it into words. Of course Dwight V. Swain, Jack Bickham and Jim Butcher have said much the same thing but for some reason when I read McKee’s “Story” the light went on. 

McKee goes on:

“Pressure is essential. Choices made when nothing is at risk mean little.”

Exactly! And these choices are made in sequels.

The importance of structure–and the reason why structure and character are two sides of the same coin–is that character can only be revealed over time through the choices a character makes. It is the unfolding of these choices we call structure.

For example ...

Character Arc


1. Beginning of story: Characterization


At the beginning of a story, in the setup, characters are described; characterized. Readers are told what the character’s gender is, approximately how old they are, and so on.

2. First choice: The Character’s deep nature is revealed through their choices.


I re-watched The Matrix yesterday. At the beginning of the movie Thomas Anderson (aka Neo) makes a number of choices. 

- He chooses to follow the white rabbit to a nightclub even though he knows he has to work the next day. 
- At work, he has a choice whether to trust Morpheus and do something dangerous or play it safe. 
- At the end of Act One he has to choose whether to take the blue pill and forget all about The Matrix or take the red pill and learn the truth, even though learning the truth will cost him everything.

Notice how these choices build on each other, becoming more difficult (the stakes increase) and, correspondingly, more revealing of Thomas Anderson’s deep nature.

3. Conflict between characterization and deep nature.


Here the writer shows that the character’s deep nature is at odds with his characterization.

McKee calls James Bond a lounge lizard. Bond wears expensive clothes and lurks around nice hotel lobbies chatting up and bedding beautiful, rich women. That’s all part of his characterization. But his character is quite different. The average lounge lizard wouldn’t risk his life to defend his country--he wouldn’t know where to begin.

McKee writes:

“[The character’s] deep nature is at odds with the outer countenance of the character, contrasting with it, if not contradicting it. We sense that he is not what he appears to be.”

4. The character’s choices become more difficult.


After a character’s inner nature, their deep nature, has been exposed they must be driven to make even more difficult choices.

5. End of story: The character--who they are at the deepest level--has been profoundly and permanently changed.


By the end of the story the character’s choices have “profoundly changed the humanity of the character.” 

McKee sums it up like this:

“Whether our instincts work through character or structure, they ultimately meet at the same place.

“For this reason the phrase ‘character-driven story’ is redundant. All stories are ‘character-driven.’ Event design and character design mirror each other. Character cannot be expressed in depth except through the design of story.”

That’s it for today! 

Photo credit: Untitled by Helmut Hess under Creative Commons Attribution-NonCommercial 2.0.

Wednesday, February 5

What Kind of Writer Are You? Part Two of Two



Yesterday (see: What Kind of Writer Are You? Dramatic Action versus Character Development) I talked about two kinds of writers or writing styles: those who preferred stories with a lot of dramatic action (Die Hard, for example) and those who favored tales that focused on the character's emotional development (The Notebook).

Following Martha Alderson's lead, I introduced the first part of a whimsical test one could take, one designed to indicate which kind of writer you may be. The idea is this: if you know you prefer stories jam packed with dramatic action it could be that--either consciously or unconsciously--you aren't focusing enough on developing your character's emotions. 

But it works the other way too. If you are a sucker for a tale chalk full of characters exploring their shifting (/developing /maturing) emotions, then you could have a tendency to give dramatic action short shrift. At least, it might be something to watch for.

So, back to the test:

A Character's Emotional Development


In the following we will look at a character's internal traits (the same character as last time); her feelings, her hopes, her fears.

4. What trait, more than any other, holds your character back from succeeding? What is her greatest fault? 

Continuing my example from yesterday, if Tia's goal is to get enough money to pay for her sister's operation, her greatest fault might be a lack of patience (or perhaps people skills). This is why she hasn't--or can't--go through the normal channels.

5. What is your character's greatest strength? (This is the trait that has the greatest chance of helping the hero attain his goal.)

For example, though impatient, Tia could be charismatic and able to convince people to do things they'd rather not, thinks like helping her rob a bank!

6. What one thing does your character hate above all else?

Perhaps Tia hates the cold depersonalization of any system that could see anyone, especially her sister, as a number. In this case the number being the amount of money the insurance company would have to pay for the operation.

7. What one thing does your character love above all else?

I'm tempted to say that Tia loves family, the bonds of family, above all else, but I think the deeper answer is that she loves freedom. (It's interesting that Tia has become real to me. I feel as though I know her.)

At bottom, Tia can't stand for a nameless, faceless, bureaucracy to decide matters of life and death. She doesn't think it's fair. She doesn't think it's right. She is robbing the bank as much to get the money as to make a point. Perhaps a silly point (robbing a bank isn't a bright idea, especially for someone whose never done anything remotely illegal before), but a point nevertheless.

8. What does your character fear above all else?

Death. And loss. Tia fears the death of those she loves. (I borrowed that from J.K. Rowling & J.R.R. Tolkien.)

9. What secret is your character keeping? (The biggest, most potentially life-changing one.)

Perhaps Tia recently broke up with her fiancee. She told everyone it was because he was cheating on her but the truth was that she was cheating on him.

10. What does your character dream of doing? If this character could do anything, anything at all, what would it be?

All her life Tia dreamt of being a singer but when she was a child her parents didn't have the money to pay for voice lessons. But they had enough money to give her sister voice lessons. Tia had always held that against her sister and now--in an odd twisted sort of way--Tia feels guilty about her sister's illness.

The Test


These questions, from one to ten, were part of a test. Here's the test question(s): 

Which questions were the easiest for you to answer? One to three, or four to ten? Which answers came the quickest? Those that had to do with your character's external goal, with the dramatic action of the story, or those that had to do with your character's internal goal, with your character's emotional development?

Scenes And Sequels


Another way of asking whether you're more comfortable writing scenes chalk full of dramatic action or scenes filled with your character's emotional development might be to question whether you are more comfortable writing scenes or sequels. 

I haven't talked about scenes and sequels in this article, but Jim Butcher has an excellent discussion of both. Also, Dwight V. Swain spends a lot of time discussing scenes and sequels in his marvellous book, Techniques of the Selling Writer.

Briefly, a scene is "a unit of conflict, of struggle, lived through by character and reader. It's a blow-by-blow account of somebody's time-unified effort to attain an immediate goal despite face-to-face opposition." Furthermore, a scene has the following structure: goal, conflict, disaster. That's from Techniques of the Selling Writer.

In a scene the character actively tries to achieve a goal, encounters an obstacle (this results in conflict) and, just when it looks as though he'll attain his goal, the worst happens and it all ends in disaster.

A sequel, on the other hand, is "a unit of transition that links two scenes, like the coupler between two railroad cars. It sets forth your character's reaction to the scene just completed, and provides him with motivation for the scene next to come." Again, that was from Techniques of the Selling Writer. A sequel has the following structure: reaction, dilemma, decision

In a sequel, the character reacts to the disaster at the end of the previous scene (reaction), enumerates--this could be explicit or implicit--the various possible paths he could take, as well as the pros and cons of following each, (dilemma) and, finally, picks one of the paths and begins to pursue a new goal (decision).

The description I just gave of scenes and sequels is just the barest of bare bones. I encourage you to read Jim Butcher's articles and, if you can spare $16 or so, pick up Swain's book.

Dramatic Action and Character Development 


A good, engrossing story (of course) needs both dramatic action and character development, though when a story begins often we need more dramatic action than character development because we want to draw our readers into the story quickly. On the other hand, readers are very likely to lose interest if we don't get them interested in our characters and the only way to do that is to reveal their emotions, their desires, what makes them tick. That's the stuff reader identification is built from.

How to strengthen the emotional development of your character


If you thrive on action and view character development as a necessary evil, Martha Alderson has this tip for you:

Use the person you know best as a template for your characters. Namely, you. You know what you're afraid of, you know your flaws, your fears, your secrets. Use this in your writing. Is that thought scary? Would it be painful? You bet! But that's why Hemingway once said, "Writing is easy, you just open a vein and bleed."

How to strengthen your dramatic action plotline


If, on the other hand, you love books heavy on character development and view dramatic action as an unfortunate necessity, then, as before, try using yourself as an example. What goals do you have? What tasks are you trying to complete? What are the stakes? What will happen if you succeed? If you fail?

Martha Alderson also has this tip:

"Start with the Climax of your story, and work backwards. Using your intuition, pay attention. Link Dramatic Action to the changes in your character's emotional development."

I like the idea of starting from the climax of the story and working backward. (That's also how Dan Wells writes.)

I'm going to try using different color index cards to indicate scenes and sequels, dramatic action versus character development, external versus internal goals.

Summary


There seem to be three ways of talking about more-or-less the same thing:

1. Dramatic action versus Character Development.

2. External (/outer) versus internal (/inner) goals.

3. Scenes versus sequels.

The important thing is to find out what kind of story you prefer to write and make sure, in your final product, you have a mix of both dramatic action and internal development. Really, it's all about pacing.

Generally, the pace of a story is adjusted by controlling the length of scenes (dramatic action) and sequels (character development). Experiment. Try adding a bit more character development (Donald Maass' Writing the Breakout Character Workbook is great for this) and seeing how it changes the story. Perhaps even try adding a bit of dramatic action and see how it alters the pace. 

Experiment! That's how one grows as a writer. 

Good writing.

Photo credit: "Enthusiasm" by Marina del Castell under Creative Commons Attribution 2.0.

Tuesday, February 4

What Kind of Writer Are You? Dramatic Action versus Character Development

What Kind of Writer Are You? Dramatic Action versus Character Development



Character Driven versus Action Driven Stories


I love stories driven by dramatic action. Stories like Indiana Jones, Die Hard, Lethal Weapon, and Paranormal Activity. Yes, sure, I can appreciate other kinds of stories, stories driven by the emotions of the characters, stories driven by their loves and desires and fears and regrets. But given a choice between Die Hard (the first one) and The Notebook, I'll take Die Hard.

I stand by what I've just said but there's another way of looking at this. Stories like Indiana Jones and Raiders of the Lost Ark, stories that are driven by plot and action, tend to focus on the protagonist's external goal and feature his attempts to attain this goal. Sometimes these heroes (the first Indy movie is a good example) don't even have an internal goal. 

On the other hand, stories like The Notebook focus on a characters' emotions, their loves and hates and fears. These kind of stories, stories fuelled by character development, tend to focus on the protagonist's internal goal and feature their internal transformations.

I think most movies--arguably the 1999 remake of The Mummy falls into this category--are a blend of dramatic action and character development, of the protagonist striving to attain both internal and external goals.

Two Kinds of Writers


There seem to be, broadly speaking, two different kinds of writers to go along with these two different kinds of stories: stories top heavy with action or top heavy with character development. Although, that said, many, perhaps most, stories are a mix of the two styles.

Speaking as someone who gravitates more towards an action style I can appreciate I might need to force myself to slow down occasionally and do a bit more character development, and I can easily imagine that writers who like to writes stories chalk full of their characters' emotional development--of fictional people pursuing their internal goals--occasionally need to remind themselves to throw in a bit of dramatic action to spice things up. 

(Keep in mind that dramatic action tends to increase the pace of a story while exploring a character's emotions, their internal goals and growth, tends to slow the pace of a story. I will say more about this, and about scenes and sequels, in the second and last part of this series.)

Knowing what one's preferences are (as both a reader and a writer) may teach one something about the kind of strengths and, possibly, weaknesses evident in one's writing.

The problem: Not everyone knows what kind of writer they are, whether they favor outward goals and dramatic action or internal goals and character development.

The Test: How To Tell Which Type You Are


I got this idea from the article Character-Driven or Action Driven by Martha Alderson.

I've found that in order to change one first needs to understand oneself, to understand the problem. In this case that means finding out which kind of writer you are. Are you someone who prefers to fill your stories with dramatic action? Are you someone who prefers to showcase your character's emotional development? Or, perhaps, your stories balance perfectly in the middle.

Think of your protagonist for your work in progress. (Alderson describes a protagonist--and I think this is an excellent definition--as "the character who is most changed by the dramatic action"). That said, I think this test can work for any character.

Try to answer these questions as quickly as you can:

Dramatic Action


1. What is your protagonist's overall, external, story goal?


What is the thing they desire most? In concrete terms, how can they fulfill that desire? 

For instance, a character--Tia--might desire great wealth. That's fine, but that isn't specific enough, it's not concrete enough to be a goal. Robbing the bank on 1st and 3rd during July 4th is a goal.

2. What is preventing your character from achieving this goal?


What external force opposes the character achieving what they desire? 

Continuing my example, perhaps a detective has his eye on Tia. He suspects her of planning a big heist and has sworn to catch her in the act and put her in jail--or worse.

3. What are the stakes? What will this character lose if she fails? What will she win if she succeeds?


Perhaps Tia needs the money to pay for her sister's operation. If her sister doesn't get the operation she'll die, forcing her foster children back into a cold, uncaring, system. If Tia does get the money the sister will live and continue to provide a loving home for her foster kids. 

Or perhaps Tia's grandmother is close to losing her house to the bank and she can't bear for that to happen; her grandmother took care of Tia her entire life, now it's time for her to take care of grams. In this case the stakes would be: if Tia fails grandma loses the house her husband built and has to move in to a Dickensian old-folks home. If Tia wins grams gets to keep her house and will die a happy woman surrounded by the memories of a long happy life. 

Character Emotional Development


That's enough for this post. Next time I'll go over questions that will focus on a character's emotional development. Then you can ask yourself: which set of questions were easier to answer? That may indicate which kind of story you find easiest to write.

Update: You can read the second and final part of this series here: What Kind of Writer Are You? Part Two of Two.

Good writing!

Photo credit: "High-Octane Villain" by JD Hancock under Creative Commons Attribution 2.0.

Saturday, January 11

Narrative Setting: Part Two

Narrative Setting: Part Two


This is part two of a three part series about narrative setting. In part one (Narrative Setting) I talked about what setting is. Today, in part two, I'll go over how setting can be used to develop character. In part three I'll focus on how setting can be used to introduce--and increase--conflict.

Before I talk about setting and character, let me tie up a loose end from my Narrative Setting post and talk briefly about how setting can affect the mood of a story.

Setting And Mood

"Mood creates an emotional setting that envelops the reader." 

The key point here is that mood is something that is created in the reader. (Tone, on the other hand, has to do with the voice of the narrator.) Recall that since our goal in telling a story is to evoke certain emotions in the reader, creating the right sort of mood is important.

I'll be talking a bit more about mood in my third post when I discuss examples.

All right! On to the topic of todays blog post: how a good setting helps us develop our characters' character.

Ways In Which Setting Can Be Used To Develop Character


1. Setting is essential to bring the story world to life through the senses: smell, taste, sight, touch, hearing.

2. Setting is essential for situating the character in--not just surroundings--but a society, a culture.

3. The setting of a story can be used to introduce, and increase, conflict.
Let's take these point by point.

1. Setting is essential to bring the world of the story to life through the senses: smell, taste, sight, touch, hearing.


The following is from Dwight V. Swain's excellent book, "Techniques of the Selling Writer":
"... How do you bring a setting to life?

"The answer, of course, lies in the human animal himself. His world is a sensory world—a world of green grass and white houses . . . purring kittens and thundering trucks . . . Chanel No. 5 and curling wood smoke . . . fresh cold orange juice and hot crisp bacon . . . silk’s rich smoothness and the harsh grit of volcanic ash.

"So, you build your story world of these same sensory impressions—the seen, the heard, the smelled, the touched, the tasted. Emphasis is on the vivid image and the impactful figure of speech."
A trick I sometimes use--I suppose it's not really a trick, more like a practise or a habit--is to keep lists of sensory words close at hand and review them periodically. 

Also, if I come across a particularly vivid turn of phrase--for instance, "curling wood smoke"--I write it down. And, as I write, I say it aloud. Picture it. For me, "curling wood smoke," that phrase, gives a certain feeling, it conveys a certain mood. It invokes memories of campfires and long warm nights up at my parents' place. Think how you could describe something else and invoke the same, or a similar, memory/feeling.

Here are a few links to lists of words that evoke the senses:

Smell

Taste

Sound

Touch

Sight

All

Misc

2. Developing a milieu is essential for situating the character in--not just surroundings--but a society, a culture.


I talked a bit about this last time. This advice is from Dwight V. Swain and appears in his book "Creating Characters." He writes:
"Milieu is a word I like. Because while, technically, it’s defined as environment or surroundings, it implies a great deal more.

"Specifically, it captures the feeling not just of setting or landscape, but of a society; a social as well as a physical locale. Growing up in San Francisco implies more than just the Golden Gate, Pacific Park, and Union Square. Life in the Mississippi Delta is one thing; that in a Pennsylvania Amish community, another. And double that in spades for a past in the slums of Juarez, the singles bars of New York’s Upper West Side, or a French convent.

"Such social settings reach out to embrace people as well as geography. They mold the various strata of society that fix standards, for mutually accepted norms and rules are the glue that bonds any group or class together. Shared customs, which clothes are acceptable for which occasions, and how to behave in church or mosque or synagogue are what create a society."
Dwight V. Swain continues on to say that writers must know at least these two things regarding a character in a society:

1. "[...] know the rules and conduct patterns that govern behavior in that particular setting;"

2. "[...] know the degree to which Character follows these rules;"

This presents the writer with three questions:
a) What are the rules of your particular society (or societies)?

b) Does your character know the rules? (Did he grow up in this society or is he a stranger?)

c) Does your character follow the rules?
That's it! Next time we'll finish off this series by looking at how to use setting to increase conflict. 

Update: Here's the link to Narrative Setting: Part Three.

Stay tuned. Good writing!

Photo credit: "2014-009 - dry folsom" by Robert Couse-Baker under Creative Commons Attribution 2.0.

Sunday, October 13

Techniques of the Selling Writer: How To Create A Story With An Interesting Hero & A Satisfying Ending

Techniques of the Selling Writer: How To Create A Story With An Interesting Hero & A Satisfying Ending




Today I'm going to talk about how to craft a story so that not only will the average reader find the ending satisfying but you'll also have created, in the process, a well-rounded, sympathetic, likeable hero.

What follows, the ideas, come from one of the best books on the craft of writing ever written: Techniques of the Selling Writer, by Dwight V. Swain. Though the ideas are Mr. Swain's I've put them in my own words. And, by the way, this is all from just one chapter of Mr. Swain's book, chapter 5: Fiction Strategy.

The Hero's Motivation


What do heroes seek? They seek what we all, on some level, seek: security, safety.

For example, take Indiana Jones in Raiders of the Lost Ark. He doesn't seek his own safety, true, he seeks the safety of the world because if the Nazi's capture the ark they'll win the war and that would be, to put it mildly, bad.

What does a hero (what does anyone) need to feel safe and secure? Mr. Swain argued that the hero needs to feel he controls his destiny. That is, he needs to feel that his choices and actions are related to what happens in the (story) world in such a way that what he does matters.

To put this same idea another way: in a story world there needs to be a connection between what the character does (his DEEDS) and what happens (his REWARDS).

The question: Just how do we build this connection between deeds and rewards?


Let's go back a bit.

At the beginning of the story your hero isn't going to feel safe and secure. She isn't going to feel that there's a satisfying connection between her deeds and her rewards. The hero is going to have to fight for this, it's part of her quest.

For example, at the start of Star Wars IV: A New Hope Luke lives with his aunt and uncle on their farm on Tatooine. Does Luke feel he controls his destiny? No

If Luke had a choice, he'd be off to the Academy but his aunt and uncle won't let him go. By the end of the movie, as a direct result of the choices Luke has made, he is in charge of his own destiny. Case in point: he made the choice to ignore the targeting computer and, as Obi-Wan Kenobi instructed, use the force. The outcome of the entire movie (not to mention the known universe!) hangs on this choice and he is rewarded. Luke achieves his goal, the destruction of the Death Star.

Or take another terrific Harrison Ford movie, Indiana Jones and Raiders of the Lost Ark. What does Dr. Belloq keep saying to Indy? At the end of the opening sequence he says: "Dr. Jones, again we see that there is nothing you possess which I cannot take away." Then, again, at the midpoint, just before he seals Jones inside the Well of Souls, he taunts him by saying, "So, once again, Jones, what was briefly yours is now mine."

What Belloq is saying here is: You don't control your destiny, I do

That's what the hero has to wrench control of by the end, that's his great task, to control his destiny through the choices he makes.

The Hero's Deeds Need To Be The Cause of His/Her Rewards


I've already mentioned that there has to be a certain kind of cause and effect relationship between DEEDS and REWARDS for a story's ending to be truly satisfying. (Remember, I'm talking about the kind of stories where the hero wins the day, stories like those behind all the Indiana Jones movies). Rewards must be meted out on the basis of deeds. Your hero's behavior--her choices--must determine her fate.

Specifically, Good Deeds Must Be Rewarded


As DVS says, having a causal relationship between a character's deeds and their rewards isn't enough. Good deeds must be rewarded.

The Hero Must Deserve To Win


Let's say we've built a story, a world, in which deeds are the cause of rewards and in which good deeds are rewarded and bad deeds are (eventually) punished. It follows that your hero must demonstrate he's a good guy if we want him to achieve his goal in a plausible manner. (Which isn't to say that he can't make the occasional mistake in the beginning.)

How does the hero demonstrate what end of the moral/ethical compass he's on?

In this post I'm going over this material using broad strokes, but I'd like to slow down at this point and go over some specific examples DVS gives (this is all from chapter 5 of Techniques of the Selling Writer). These examples are designed to show ways, small ways, in which your hero can demonstrate to readers what kind of guy he is.

Also, although DVS couches this in terms of morality I think it could just as well be put in terms of that holy grail of character creation: likability.

Example 1: A clerk gives your hero too much change. It would be easy to keep the change and walk away. But that's not what a hero does. He gives the change back.

I'm going to get to this in a later post, but memorable characters--and memorability is a very good thing; after all, it's hard to like a character you can't remember!--are (in general) extreme characters. Giving back 25 cents because it would be wrong to take it is extreme, and in your story world that's a good thing.

Example 2: Your hero dings someone's fender in the parking lot but no one noticed. Does he leave a note taking responsibility or just drive away? 

I think many people would drive away, which gives you an opportunity to show that your hero isn't like other people.

The Hero Must Demonstrate, Through His Choices And Actions, That He Deserves To Win


Let's focus on the end of the story. At the end of the story the hero is presented with a choice. The specifics of this choice should come as a surprise to the reader ("Marion, don't look at the light!" "Trust the force, Luke") but the general dimensions of the choice--good against evil--are not new themes. You've been foreshadowing this climactic confrontation, this decision, since the opening lines.

What is this confrontation? 

The confrontation is, classically, between the hero and the villain, or--using different terminology--between the protagonist and the antagonist. Fundamentally, it's a moral dilemma. Right against wrong, good against evil, love against hate. There should be two paths before the hero, one leads to the dark side, the other to the light. The hero makes his decision and if (when) he decides to do the right thing, the two fight (either actually or metaphorically).

Everything must hang on what the hero chooses to do. And by everything I mean EVERYTHING. If we haven't made it so that the hero's life, his love's life, his travelling companions' lives, his friends lives, his village's existence and, possibly, the fate and happiness of everyone in the known universe, hangs on our hero's choice then we've taken a wrong turn somewhere. (I exaggerate, but only a little.)

The Hero's Choice: The Path of Darkness & The Path of Light


The paths are mutually exclusive. We've established that the hero's choice is going to be between two paths, the path of darkness and the path of light. Each path, each choice, has an outcome that is antithetical to the other. If the hero chooses the path of darkness then whatever the path of light would have brought about, resulted in, is irrevocably, irretrievably, gone. And vice versa.

The Hero's Choice Must Resolve The Dilemma


This seems obvious, but I thought I'd say it anyway. The general dimension of the problem, good against evil, will still be there but this PARTICULAR problem will be finally and absolutely resolved, one way or the other. If the problem isn't resolved then your readers aren't going to feel satisfied by the ending and that's what our goal is.

For instance, in A New Hope Luke must decide between safety and trust. On the one hand, Obi-Wan Kenobi is telling him to turn off his equipment and trust the Force. On the other hand, his inner critic is telling him not to be stupid--there is no such thing as 'the Force' and, even if there was, he couldn't harness it--just be smart and use the equipment. 

The safe course is the selfish course because then, if it fails, it wouldn't be Luke's fault. (Sure, they'd all be dead, but, still, not-his-fault.) He was just doing the sensible thing. 

The path of trust is the true course. And it's risky. It likely won't work. It's not the easy way. Or even the sane way. But there's something about Luke, about who he is: he's strong in the force, like his father. He's special. And when he trusts that, when he believes it enough to act on it, to go 'all in,' then he wins the day.

The Path of Light And The Path of Darkness: Selflessness vs Selfishness


I've been talking about good vs evil, the path of light vs the path of darkness which, really, has been a bunch of handwaving. So let's cash out these terms, how I've been using them. 

In our story universe good is defined by one simple thing, SELFLESSNESS, just as bad is defined by just one thing, it's opposite, SELFISHNESS.

In your story universe the path of light, the good/moral/right thing will always be the unselfish thing. Further, doing the unselfish thing will always bring the hero all kinds of pain and misery. Conversely, the path of darkness, the evil road, will always lead to the selfish choice. Doing what's best for the hero. Making life wonderful for him even though, because of his choice, countless people will suffer and die. 

At this point you might well wonder, "Why would anyone choose to do the selfless thing if the odds of winning are slim to none and you'll lose everything if your plan doesn't succeed?"

Mr. Swain has an answer: Because of EMOTION. Because of who the hero is, intrinsically. So, you see, it all comes back to CHARACTER. Even if it would be more intelligent (certainly more self-preserving) to follow the wrong road, the hero follows his feelings instead. Remember, the test the hero goes through is one of character, not logic or reason or even intelligence.

This has been a long post, but before I end it I'd like to briefly talk about other kinds of cause and effect structures.

Other Kinds of Cause-Effect Story Structures


So far, I've talked about a story universe in which a person's deeds determine how they are rewarded in the end. (It's like that scene from The Mummy where Evelyn 'Evy' Carnahan whispers to Beni, "You know, nasty little fellows such as yourself always get their comeuppance." Great line.)

But it's not always like this. We've all read and enjoyed stories where a person's deeds are completely uncoupled from their rewards. But, here, that's not the kind of world we've set out to build. We set out to build a world that is both just and fair. 

But you don't have to, you can set up any sort of cause-effect relationship you want, and they can all work, they just appeal to different sorts of audiences and require a different sort of structure. That said, in North America at least, you probably won't have as large an audience for those kinds of stories. 

Oh, and one more thing. If you want to see Dwight V. Swain's principles at work, read The Dresden Files by Jim Butcher. It's one of my favorite urban fantasy series and each book is better than the one before--and that's saying something. Highly recommended, not just for what you'll learn from them regarding technique but also for the pure pleasure of it.

This post is itself a kind of foreshadowing. This post, suitably tweaked and transformed, will appear as a chapter in my upcoming, as yet unnamed, book on the craft of writing.

by Kevin Dooley under Creative Commons Attribution 2.0.

Tuesday, October 9

On The Art Of Creating Believable Characters: No Mr. Nice Guy

On The Art Of Creating Believable Chacaracters: No Mr. Nice Guy

I love my characters. This is what you'd expect. After all, I've created them, they have (in some way I don't begin to understand) been formed from the very stuff of who I am.

So perhaps it's not surprising I find it agonizingly difficult to put my protagonist in harms way, to tempt her, to see her stumble and fall all in the service of creating conflict. I'm not talking about physical, external, obstacles/conflict like the kind Jason Bourne or Indiana Jones might encounter--blocked lanes, men with guns, exploding cars. These type of obstacles are important--they batter the character, test their courage, their mettle--but the real grist of character development occurs when internal obstacles, internal conflicts, enter the mix.

You don't--I don't--want my lead character (who, since I write in the first person I can't help but think of, at least a little bit, as me) to betray what they believe, to make a wrong choice, to fail or do something she'll regret. And yet these are the events which create tension and drive a story forward.

Internal conflicts set up an impossible choice for our characters. These aren't win-win situations. Just the opposite.

Janice Hardy has written an excellent article on ways to force your characters to do things neither of you want them to do ("Forcing the Issue: Adding Conflict to Your Scenes"). Here are five questions you can ask yourself as an author that will help you grow horns (and perhaps a tail) so you can introduce internal conflict into your story and give your saintly protagonist a few regrets.

1) "How can I force them to go against their morals/belief system?"
Janice writes:
This plays off the inner conflicts. If they need to steal a car to save the girl, how can I make stealing that car involve a choice that would eat at them?
For instance, the car could belong to someone in the mob and "borrowing" it would mean your character would owe them a favor--if they decided not to kill her first!

2) "How can I force them to make a choice they really don't want to make?"
For instance, a triage situation. You have two people, a friend a your client. Your friend has stood by you during difficult times, you've known this person their whole life. They've become more than a friend, they've become your family. You also have aclient, someone you have pledged to protect and take care of. They are both mortally wounded but you only have enough supplies to save one of them. Which one will you choose?

Either way your protagonist chooses they will lose something of great importance.

3) "How can I force them to make a bad choice?"
Janice writes,
Mistakes are great fodder for plot. Protagonists can act, and that action causes more trouble than they were trying to prevent in the first place. This works even better if they make the wrong choice because they're try avoid violating one of their belief systems.
Let's say your character believes strongly that meat is murder. She is a hot-shot bodyguard and has taken on a job to pose as her client's date at a black tie affair. Her professional reputation is on the line: she must keep him safe no matter what. Your client has received a tip that an assassin tasked with killing him is attending the banquet.

At the gathering their obnoxious host announces, long and loudly, that the only good animal is a dead one--and preferably slow roasted with a touch of pepper. Your character is presented with a choice: eat meat and stay at the party so she can guard her client or be true to what she believes and refuse to eat meat. This, though, will get her kicked out of the party and put her client in danger.

Your protagonist remains true to her beliefs/ethics and refuses to eat meat. While standing up for what one believes is admirable it forces her to abandon her professional obligations. This leaves her client vulnerable and he is killed.

4) "How can I force them to fail?"
Your character, if you want them to be interesting, can't win all the time. They have to fail as well. But they can't just fail. The trick is to get them to fail because of an inner conflict.

I just finished reading A Discovery of Witches. In it the protagonist, Diana Bishop, fails to extract the secrets from an enchanted grimoire because she has sworn not to use her magic.

Her inner conflict is that she has a desire, a need, to be normal, to make her way in the world without her magic because she feels it was magic that was responsible for her parents' death. This failure--which may in the end turn out to have been a good thing--is the event that launches the protagonist on her journey. This is the event the story grows from and revolves around. No failure, no story.

5) "How can I force them to do something they'll regret?"
For instance, take the situation in (2), the triage example. Let's say that, at her friend's urging, the protagonist let her friend die and saved the client.

But perhaps the friend wasn't just a friend, perhaps he was her business partner. Perhaps he had a wife and children.

Now your protagonist is faced with running the business all by herself. On top of that her partner's widow hates her. Still, she doesn't shirk her obligations and takes on the financial responsibility of of helping support her late friend's widow and children.

You can see how the protagonist could regret the choice she had made for the rest of the novel.

Conclusion
Janice concludes:
It's easy to throw more "stuff" in the way of your protagonist, but also look at your scenes and see what mental obstacles you can toss into their path. Not only can that help deepen your plot, but deepen your characterization and themes as well.
Agreed! I would encourage you all to read Janice's article in its entirety: Forcing the Issue: Adding Conflict to Your Scenes.

Do you suffer from NWS (Nice Writer Syndrome)? Take Janice Hardy's test: Do You Suffer From NWS?: Living With Nice Writer Syndrome.

How do you produce inner conflict in your characters? Do you have any hints or tips you'd like to share? :)

Other articles you might enjoy:
- Jim Butcher On Writing
- What Is A Writer's Platform?
- Perfection Is The Death Of Creativity

Photo credit: Rafael PeƱaloza