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lb:story.character [2025-09-10 09:08:57] – [Core Characterization] ninjasrlb:story.character [2025-09-29 08:37:43] (current) – [Character] ninjasr
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 ====== Character ====== ====== Character ======
 +{{template>opening-box|content=Characters are [[lb:story.element\|elements]] within a story which have agency.}}
 +Though, for the sake of simplicity, human-shaped elements can also be referred to as ‘characters’ despite that being imprecise.
 <WRAP centeralign> <WRAP centeralign>
-Characters are [[lb:story.element|elements]] within a story which have agency.+<wrap deleted-link>[[playground:wnotes:character.reference]]</wrap>
 </WRAP> </WRAP>
-Though, for the sake of simplicity, human-shaped elements can also be referred to as ‘characters’ despite that being imprecise.\\ 
-I must admit that my own understanding of ‘characters’ in stories is a bit...not great. Though I'm actively figuring out how they work. 
 {{tag>story_theory}} {{tag>story_theory}}
 ===== Elaboration ===== ===== Elaboration =====
-Characters are also an expression of setup/payoff, though I'll admit that I didn't realize this at first.\\+Characters are also an expression of setup/payoff, though I'll admit that I didn't realize this at first. 
 Basically, ‘agency’ 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).\\ Basically, ‘agency’ 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. 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 character's decisions are governed by //who// they //are//, //what// they can //do// and //what they want//. These can broadly be described as ‘personality’, ‘abilities’ and ‘motivation’. Though there are multiple ways to approach these (like with [[playground:story:story-structure]]). I'm gonna highlight the one I think is best.
 ==== Core Characterization ==== ==== Core Characterization ====
-**Note:** I think figured it out, so the rest of this section will be removed at some point.+I'm working off of the //[[lb:cod]]// to determine this, though I've already diverged in a few key ways. The ideal ‘character structure’ looks like this: 
 +  Core (or Anchor/Virtue) 
 +  Crack (or Vice) 
 +  * Traits 
 +  * Perspectives 
 +  * Relationships 
 +  * Attributes 
 +  * Motivation(s) 
 +The ‘**Core**’, or ‘**Anchor**’((:fn:>Anchor is the term I originally used before I came to favor ‘core’.)) or ‘**Virtue**’ (if you prefer to stick to [[lb:cod|CoD]] terminology)((:fn:>The reason prefer to use ‘Core’ rather than ‘Virtue’ is that virtue implies something a little different.\\ The CoD rules also define what virtue //is// differently than do and I believe it's less useful for defining characters.)) I define as the ‘default state’. Basically: no matter what choice is presented to a character, they're likely to go ahead with one based on their core.\\ 
 +The ‘**Crack**’ or ‘**Vice**’ is a critical character flaw which is like the easy way out. If presented with choices where this crack comes into playthe character is strongly motivated to choose the one that aligns with their crack.\\ 
 +‘**Traits**’ 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 don't have to. I'd also place things like occupation and hobbies here.\\ 
 +‘**Perspectives**’ is whatever the character thinks about various things. I'd 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 ‘**Relationships**’ is also optional and simply defines their relationships with other characters. It's similar to Perspectives, but more focused on other characters.\\ 
 +‘**Attributes**’ is pretty straightforward as its whatever the character is capable of doing. Knowing how to hack a computer isn't a personality trait – it's a skill – so it belongs here.\\ 
 +‘**Motivations**’ is based around the character's goals. These are the most fluid part of the character, as they can change more often than any other part of them.
  
-This is a (possiblytemporary section until figure it out for real.\\ +The Core and Crack should be defined using single word (such as ‘Duty’ and ‘Pride’though don't think there's an issue with using multiple (‘Duty’/‘Honesty’). The only risk is it becoming incoherent. It also really doesn't matter what it is (though adjectives are better) as long as //you// know what it means and can explain it.\\ 
-Each character should have a core characterization which informs the actions they will later take. This should be, like, the main beliefs of a character. It's super difficult for me to explain this right now.\\ +**Another thing to keep in mind is this**: while I'm using the words ‘Virtue’ and ‘Vice’ that doesn't necessarily mean the Core has to //be positive// or always //manifest positively// (and vice-versa for vicepun unintended).\\ 
-Other aspects of the character will naturally stem from this core: traits, beliefs, etc. Though what the core is can vary as much as you want: childhood trauma? Adult trauma? First birthday? Best day ever? First kiss? It can be basically anything you want it to beprovided it can inform their actions later on.\\ +The virtue ‘duty’ could result in a character betraying a friend, for example. The vice ‘greed’ might result in them demanding to be fairly compensated.\\ 
-It would be easiest to just make the core set of beliefs that the character holdsplus some past experiences which explain their current behaviorMy own ‘framework’ for this makes use of a few ‘memories’ which then inform the beliefs/actions of the charactersThough I'm not saying that my framework is the best (I don't know that yet).\\ +The Anchor and Vice don't even necessarily have to conflict. They could be in concord. Or reversed. Maybe a character's Anchor is something like Sadistic’ while their vice is ‘charitable’. 
-Though you could, in theory, arrive at core backwards: come up with a list of traits first and then try to find a means of justifying themYou could also tie the core directly to the theme of the storywhich would give the theme more weight.\\ + 
-This is also what motivation should be tied to. Speaking of... +I'll 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.\\ 
-==== Motivation ==== +These ones only have the Anchor, Vice and a few traits defined, to show just how minimal the system can get. 
-A word thrown around a lot with characters is motivation’ and while do think it's importantthink that people end up forgetting the ‘core’ in the process.\\ +<WRAP container thirds> 
-To sum it up, the motivation is directly related to the goals of the character within a story and, as such, is story-specificIt doesn'actually inform the personality, but does shape it.\\ +<WRAP card> 
-I think it's safe to say that a character //without// proper core is a bad character, though it's hard to articulate exactly why.+^  Irina                    ^^ 
 +|      **Core** | Dutiful 
 +|     **Crack** | Pride    | 
 +^  Traits                   ^^ 
 +|  **Occupation** | Soldier 
 +</WRAP> 
 +<WRAP card> 
 +^  Jonathan                 ^^ 
 +|      **Core** | Dutiful 
 +|     **Crack** | Pride    | 
 +^  Traits                   ^^ 
 +|  **Occupation** | Lawyer   | 
 +</WRAP> 
 +<WRAP card> 
 +^  Shirley                   ^^ 
 +|      **Core** | Honesty   | 
 +|        **Crack** | Cowardice | 
 +^  Traits                    ^^ 
 +|  **Occupation** | Waitress 
 +</WRAP> 
 +</WRAP> 
 +All of these should already give pretty good picture of how they may act in a certain situation.\\ 
 +For example, let's take Irina. Let's say that she was given an order. Due to her duty, she's likely to accept that order. But what if it's to clean the toilet? Wellin that case she's likely to object due to her PrideShe's also likely to take comparisons between herself and others very seriously, either boosting or damaging her ego in the process. However, if she's told to do something illegal and degrading for the sake of boosting her career...she's 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 it's 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 you'll notice that in her capacity as waitress, her crack will rarely if ever turn up. But if her restaurant were to be attacked by an armed robber, she'd be one of the first to run away...or she may feel compelled to listen to the armed robber to avoid getting hurtHer honesty could also manifest as her being insensitive to customers. 
 + 
 +I think the flexibility of this system speaks for itself. Additional traits (like chattyair-headed or aggressive) help to flavor the character and to differentiate them further from each-otherMaybe 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 standardizationBasically...you can use it to create characters that you'll 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 it's important...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 – as I theorize – are the main reason some characters start to feel off’ in continuations.((:fn:>The main example that I'd use here is Elsa from Frozen, where her character feels very different in every installment of that franchise because she was never given a proper characterization, making her unstable.)) 
 +=== 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 ‘memory’ is essentially mini-story which explains something about the character. For exampleMary 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 doesn'tell us who they are or why they make the decisions that they do. Though they can be useful for other means. I think they'd be best used for crafting the backstory of a character (which we build backwards from their characterization) or for coming up with few extra ‘fun facts’.
 ===== Additional Analysis ===== ===== Additional Analysis =====
 This section is for additional character-related analysis that I'm putting together mostly on the fly. This section is for additional character-related analysis that I'm putting together mostly on the fly.
 ==== Reactive/Proactive ==== ==== Reactive/Proactive ====
 I've heard characters be placed into these two broad categories before and, honestly, it's completely worthless.\\ I've heard characters be placed into these two broad categories before and, honestly, it's completely worthless.\\
-Well, maybe not //completely// but definitely mostly worthless. Similar to [[playground:wattsonian doylist]].\\ +Well, maybe not //completely// but definitely mostly worthless. Similar to [[playground:wattsonian doylist]]. 
-The idea here is that ‘reactive’ characters are those who mostly react to the happenings around them and then act accordingly. ‘Proactive’ characters are those who are more proactive. They don't 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.((:fn:>Unfortunately, I have forgotten where, but I believe this analysis is useful anyway.))\\+ 
 +The idea here is that ‘**reactive**’ characters are those who mostly react to the happenings around them and then act accordingly. ‘**Proactive**’ characters are those who are more proactive. They don't 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.((:fn:>Unfortunately, I have forgotten where, but I believe this analysis is useful anyway.))((:fn:>After some thinking, I believe it may have been in a video about the //Spiderverse// film in regards to Miles Morales.)) 
 The issue is that it's 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.\\ The issue is that it's 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 isn't completely worthless as a writer might find it useful to see whether their characters mostly react to events or not. But I don't think it's good or bad either way, though a ‘reactive’ character could indicate a weak one. That said, this isn't completely worthless as a writer might find it useful to see whether their characters mostly react to events or not. But I don't think it's good or bad either way, though a ‘reactive’ character could indicate a weak one.
 ==== Stable/Unstable ==== ==== Stable/Unstable ====
-This is one of my ‘crack’ theories and its usefulness is To Be Determined, as I'm in the process of trying to figure out some more character-related stuff.\\ +This is one of my ‘crack’ theories and its usefulness is **__To Be Determined__**, as I'm in the process of trying to figure out some more character-related stuff. 
-A stable character is one who can be ripped from their [[lb:story context|context]] and placed into a new one without feeling out-of-place. An unstable character cannot.\\+ 
 +A stable character is one who can be ripped from their [[lb:story context|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, they'll be dependent on the surrounding context to sustain them. This is also why, I think, some characters just feel ‘off’ in sequels, cross-overs or other such stuff, while other characters still feel like themselves no matter where you put them. 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, they'll be dependent on the surrounding context to sustain them. This is also why, I think, some characters just feel ‘off’ in sequels, cross-overs or other such stuff, while other characters still feel like themselves no matter where you put them.
 ==== Tethered/Untethered ==== ==== Tethered/Untethered ====
-Another ‘crack’ categorization. I won't elaborate on it too much, since I came up with it just now.\\ +Another ‘crack’ categorization. I won't 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 aren't necessarily unstable, but ripping them from their context is undesirable anyhow. Untethered characters are those who can be placed into virtually any context.\\+ 
 +Tethered characters are those who are deeply tied to the story they belong to. They aren't 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 he'll 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.\\ To give examples: Indiana Jones can probably be placed into //any// context and he'll 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, I'm not really that sure about whether a ‘tethered stable character’ could exist. This may or may not be a useful means of classification and, in fact, I'm not really that sure about whether a ‘tethered stable character’ could exist.
lb/story.character.1757495337.txt.gz · Last modified: 2025-09-10 09:08:57 by ninjasr

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