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Character
Characters are elements within a story which have agency.
Though, for the sake of simplicity, human-shaped elements can also be referred to as ācharactersā despite that being imprecise.
Elaboration
Characters are also an expression of setup/payoff, though Iāll admit that I didnāt realize this at first.
Basically, āagencyā 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 characterās decisions are governed by who they are, what they can do and what they want. These can broadly be described as āpersonalityā, āabilitiesā and āmotivationā. Though there are multiple ways to approach these (like with story-structure). Iām gonna highlight the one I think is best.
Core Characterization
Iām working off of the Chronicles of Darkness to determine this, though Iāve already diverged in a few key ways. The ideal ācharacter structureā looks like this:
- Anchor (or Virtue)
- Vice
- Traits
- Perspectives
- Relationships
- Attributes
- Motivation(s)
The āAnchorā or āVirtueā (if you prefer to stick to CoD terminology)A) I define as the ādefault stateā. Basically, no matter what choice is presented to a character, theyāre likely to go ahead with one based on their anchor.
The āViceā is a critical character flaw which is like the easy way out. If presented with a choice where this vice comes into play, the character is strongly motivated to choose the one that aligns with their vice.
āTraitsā is where all the flavoring for a character goes and can be as detailed or simple (or non-existent) as desired. However, the traits should ideally flow from the Anchor/Vice. They can conflict but they donāt have to. Iād also place things like occupation and hobbies here.
āPerspectivesā is whatever the character thinks about various things. Iād 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 āRelationshipsā is also optional and simply defines their relationships with other characters. Itās similar to Perspectives, but more focused on other characters.
āAttributesā is pretty straightforward as whatever the character is capable of doing. Knowing how to hack a computer isnāt a personality trait ā itās a skill, so it belongs here.
āMotivationsā is based around the characterās goals. These are the most fluid part of the character, as they can change far faster than any other part of them.
The Anchor and Vice should be defined using a single word (such as āDutyā and āPrideā) though I donāt think thereās an issue with using multiple (āDutyā/āHonestyā). The only risk is it becoming incoherent. It also really doesnāt 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 Iām using the words āVirtueā and āViceā, that doesnāt necessarily mean the Anchor has to be positive or always manifest positively (and vice-versa for vice, pun unintended).
The virtue ādutyā could result in a character betraying a friend, for example. The vice āgreedā might result in them demanding to be fairly compensated.
The Anchor and Vice donāt even necessarily have to conflict. They could be in concord. Or reversed. Maybe a characterās Anchor is something like āSadisticā while their vice is ācharitableā.
Iāll 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.
- Name: Irina
- Anchor: Dutiful
- Vice: Pride
- Traits:
- Occupation: Soldier
- Name: Jonathan
- Anchor: Dutiful
- Vice: Pride
- Traits:
- Occupation: Lawyer
- Name: Shirley
- Anchor: Honesty
- Vice: 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, letās take Irina. Letās say that she was given an order. Due to her duty, sheās likely to accept that order. But what if itās to clean the toilet? Well, in that case sheās likely to object due to her Pride. Sheās also likely to take comparisons between herself and others very seriously, either boosting or damaging her ego in the process. If sheās told to do something illegal and degrading, however, for the sake of boosting her careerā¦sheās 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 Anchor and Vice 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 itās 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 heās granted.
Shirley is a radically different character and youāll notice that in her capacity as a waitress, her vice will rarely if ever turn up. But if her restaurant were to be attacked by an armed robber, sheād be one of the first to run away or she may feel compelled to listed 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.
Alternatives
Focus on Motivation
Among Western writers, there is a high emphasis on motivation for determining characterization. While I think itās important, I 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 ā as I theorize ā are the main reason some characters start to feel āoffā in continuations.B)
Memories
A previous version of this article detailed an idea I had (before I really figured out how characters worked) is that you can determine the personality of a character based on their memories. Those memories would then shape who they are as a person.
A āmemoryā 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 doesnāt tell us who they are or why they make the decisions that they do. Though they can be useful for other means. I think theyād 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 āfun factsā.
Additional Analysis
This section is for additional character-related analysis that Iām putting together mostly on the fly.
Reactive/Proactive
Iāve heard characters be placed into these two broad categories before and, honestly, itās completely worthless.
Well, maybe not completely but definitely mostly worthless. Similar to Wattsonian VS Doylist analysis.
The idea here is that āreactiveā characters are those who mostly react to the happenings around them and then act accordingly. āProactiveā characters are those who are more proactive. They donāt 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.C;D)
The issue is that itās 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 isnāt completely worthless as a writer might find it useful to see whether their characters mostly react to events or not. But I donāt think itās good or bad either way, though a āreactiveā character could indicate a weak one.
Stable/Unstable
This is one of my ācrackā theories and its usefulness is To Be Determined, as Iām 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, theyāll be dependent on the surrounding context to sustain them. This is also why, I think, some characters just feel āoffā in sequels, cross-overs or other such stuff, while other characters still feel like themselves no matter where you put them.
Tethered/Untethered
Another ācrackā categorization. I wonāt 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 arenāt 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 heāll 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, Iām not really that sure about whether a ātethered stable characterā could exist.
Iāve come to the conclusion that this is a mostly pointless way of categorizing characters. The reason being that an untethered character doesnāt technically exist: every character is tethered to a differing degree.
Iāll use the example of Indiana Jones. Indy is a mostly untethered character: the setting, location and whatās up can vary wildly, but heāll continue being Indy. Howeverā¦Indy cannot be ānativeā to the stone ageā¦because 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 ageā¦you will have to adapt him until he fits into that context.
This shouldnāt be confused for plopping a character into a setting. Basicallyā¦if Indiana Jones suddenly appeared in the stone age, you could still theoretically predict his actionsā¦even if he isnāt ānativeā.
The CoD rules also define what virtue is differently than I do and I believe itās less useful for defining characters.