Table of Contents
Character
Characters are elements within a story which have agency.
Elaboration
Characters are also an expression of setup/payoff, though Iâll admit that I didnât realize this at first.
Basically, âagencyâ means that the character is capable of making choices within a story. This is to differentiate them from other elements which are mostly static unless acted upon (by characters).
Where does the setup/payoff come in? Well, a character is the setup and their agency is the payoff to that agency. Though this is the super abstract layer and mostly irrelevant to storytelling unless you want to be super pedantic.
A characterâs decisions are governed by who they are, what they can do and what they want. These can broadly be described as âpersonalityâ, âabilitiesâ and âmotivationâ. Though there are multiple ways to approach these (like with Story Structure). Iâm gonna highlight the one I think is best.
Core Characterization
Iâm working off of the Chronicles of Darkness to determine this, though Iâve already diverged in a few key ways. The ideal âcharacter structureâ looks like this:
- Core (or Anchor/Virtue)
- Crack (or Vice)
- Traits
- Perspectives
- Relationships
- Attributes
- Motivation(s)
The âCoreâ, or âAnchorâA) or âVirtueâ (if you prefer to stick to CoD terminology)B) I define as the âdefault stateâ. Basically: no matter what choice is presented to a character, theyâre likely to go ahead with one based on their core.
The âCrackâ or âViceâ is a critical character flaw which is like the easy way out. If presented with choices where this crack comes into play, the character is strongly motivated to choose the one that aligns with their crack.
âTraitsâ is where all the flavoring for a character goes and it can be as detailed or simple (or non-existent) as desired. However, the traits should ideally flow from the Core/Crack. They can conflict but they donât have to. Iâd also place things like occupation and hobbies here.
âPerspectivesâ is whatever the character thinks about various things. Iâd consider this one optional, though it can help in further defining a character and figuring out how they respond to certain things. This includes self-image, politics, philosophy and so on.
The âRelationshipsâ is also optional and simply defines their relationships with other characters. Itâs similar to Perspectives, but more focused on other characters.
âAttributesâ is pretty straightforward as its whatever the character is capable of doing. Knowing how to hack a computer isnât a personality trait â itâs a skill â so it belongs here.
âMotivationsâ is based around the characterâs goals. These are the most fluid part of the character, as they can change more often than any other part of them.
The Core and Crack should be defined using a single word (such as âDutyâ and âPrideâ) though I donât think thereâs an issue with using multiple (âDutyâ/âHonestyâ). The only risk is it becoming incoherent. It also really doesnât matter what it is (though adjectives are better) as long as you know what it means and can explain it.
Another thing to keep in mind is this: while Iâm using the words âVirtueâ and âViceâ that doesnât necessarily mean the Core has to be positive or always manifest positively (and vice-versa for vice, pun unintended).
The virtue âdutyâ could result in a character betraying a friend, for example. The vice âgreedâ might result in them demanding to be fairly compensated.
The Anchor and Vice donât even necessarily have to conflict. They could be in concord. Or reversed. Maybe a characterâs Anchor is something like âSadisticâ while their vice is âcharitableâ.
Iâll create three characters to demonstrate. Note that prior to me figuring out this system, it was much harder to figure out how to make characters.
These ones only have the Anchor, Vice and a few traits defined, to show just how minimal the system can get.
Irina | |
---|---|
Core | Dutiful |
Crack | Pride |
Traits | |
Occupation | Soldier |
Jonathan | |
---|---|
Core | Dutiful |
Crack | Pride |
Traits | |
Occupation | Lawyer |
Shirley | |
---|---|
Core | Honesty |
Crack | Cowardice |
Traits | |
Occupation | Waitress |
All of these should already give a pretty good picture of how they may act in a certain situation.
For example, letâs take Irina. Letâs say that she was given an order. Due to her duty, sheâs likely to accept that order. But what if itâs to clean the toilet? Well, in that case sheâs likely to object due to her Pride. Sheâs also likely to take comparisons between herself and others very seriously, either boosting or damaging her ego in the process. However, if sheâs told to do something illegal and degrading for the sake of boosting her careerâŚsheâs likely to refuse and report it, because her duty makes her unwilling to do something illegal and her pride makes her unwilling to do anything degrading.
Jonathan has the same Core and Crack as Irina, but it is likely to manifest very differently in his position as a lawyer. For example, rather than being willing to follow orders (the law), he might feel that itâs his duty to do whatever he can for his client, but his pride makes him unwilling to admit that. His pride also makes him unwilling to lose any cases he takes.
Shirley is a radically different character and youâll notice that in her capacity as a waitress, her crack will rarely if ever turn up. But if her restaurant were to be attacked by an armed robber, sheâd be one of the first to run awayâŚor she may feel compelled to listen to the armed robber to avoid getting hurt. Her honesty could also manifest as her being insensitive to customers.
I think the flexibility of this system speaks for itself. Additional traits (like chatty, air-headed or aggressive) help to flavor the character and to differentiate them further from each-other. Maybe Irina is also air-headed and aggressive, compared to Jonathan who is polite and patient.
One of the other reasons I favor this system is that it lends itself well to automation and character standardization. BasicallyâŚyou can use it to create characters that youâll understand well automatically and you can use it to describe all characters in a story.
It may even be useful for story analysis, but that would be me getting ahead of myself.
Alternatives
Focus on Motivation
Among Western writers, there is a high emphasis on motivation for determining characterization. While I think itâs importantâŚI get the impression people end up missing what actually makes characters who they are.
The main problem is that a motivation is simply a goal that a character has. It tells us nothing about who they are. At most it tells us about what they believe in (which should ideally stem from who they are and not what they want). These motivations are also often highly specific to a given story and â as I theorize â are the main reason some characters start to feel âoffâ in continuations.C)
Memories
A previous version of this article detailed an idea I had (before I really figured out how characters worked) where you can determine the personality of a character based on their memories. Those memories would then shape who they are as a person.
A âmemoryâ is essentially a mini-story which explains something about the character. For example, Mary used to dress up as a princess for Halloween which ended up shaping her desire to be pretty and her ambition to be a model.
The issue I encountered was that this still doesnât tell us who they are or why they make the decisions that they do. Though they can be useful for other means. I think theyâd be best used for crafting the backstory of a character (which we build backwards from their characterization) or for coming up with a few extra âfun factsâ.
Additional Analysis
This section is for additional character-related analysis that Iâm putting together mostly on the fly.
Reactive/Proactive
Iâve heard characters be placed into these two broad categories before and, honestly, itâs completely worthless.
Well, maybe not completely but definitely mostly worthless. Similar to Wattsonian VS Doylist analysis.
The idea here is that âreactiveâ characters are those who mostly react to the happenings around them and then act accordingly. âProactiveâ characters are those who are more proactive. They donât react to the happenings around them as much as actively make them happen. When I heard this, it was stated with confidence that proactive characters are universally better.D;E)
The issue is that itâs extremely difficult to determine whether a character is reactive or proactive, because you can interpret a lot of reactions to things as proactive actions. Alternatively, proactive characters could just be reacting to something else.
That said, this isnât completely worthless as a writer might find it useful to see whether their characters mostly react to events or not. But I donât think itâs good or bad either way, though a âreactiveâ character could indicate a weak one.
Stable/Unstable
This is one of my âcrackâ theories and its usefulness is To Be Determined, as Iâm in the process of trying to figure out some more character-related stuff.
A stable character is one who can be ripped from their context and placed into a new one without feeling out-of-place. An unstable character cannot.
This might be useful to determine whether a character actually has proper characterization: basically, if you can reliably predict how a character is going to act in any situation presented to them. If a character is not properly characterized, theyâll be dependent on the surrounding context to sustain them. This is also why, I think, some characters just feel âoffâ in sequels, cross-overs or other such stuff, while other characters still feel like themselves no matter where you put them.
Tethered/Untethered
Another âcrackâ categorization. I wonât elaborate on it too much, since I came up with it recently.
Tethered characters are those who are deeply tied to the story they belong to. They arenât necessarily unstable, but ripping them from their context is undesirable anyhow. Untethered characters are those who can be placed into virtually any context.
To give examples: Indiana Jones can probably be placed into any context and heâll mostly be fine. Meanwhile, the antagonist and protagonist of Daybreakers cannot be placed into any context, because their characterization is directly tied to the plot and theme of that film.
This may or may not be a useful means of classification and, in fact, Iâm not really that sure about whether a âtethered stable characterâ could exist.
Iâve come to the conclusion that this is a mostly pointless way of categorizing characters. The reason being that an untethered character doesnât technically exist: every character is tethered to a differing degree.
Iâll use the example of Indiana Jones. Indy is a mostly untethered character: the setting, location and whatâs up can vary wildly, but heâll continue being Indy. HoweverâŚIndy cannot be ânativeâ to the stone ageâŚbecause professors and whips (presumably) did not exist back then. Neither did anything else surrounding his character. So, if you want an Indiana Jones who exists in the stone ageâŚyou will have to adapt him until he fits into that context.
This shouldnât be confused for plopping a character into a setting. BasicallyâŚif Indiana Jones suddenly appeared in the stone age, you could still theoretically predict his actionsâŚeven if he isnât ânativeâ.
The CoD rules also define what virtue is differently than I do and I believe itâs less useful for defining characters.