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Characteristics

Characteristics are the features that describe a characters. But how do you know which characteristics that are essential, and which you can just as easily take away?

In fact, there are lots of things you should look out for.

Part I - Things to look out for

Stereotypes and archetypes

A term thatīs usual when talking about character is that itīs stereotypical. For example, if you create a dumb blonde, youīve used a stereotype. You could probably get away with it if the character only appears in one or two scenes, but never in an entire movie or episode.

Why? Itīs a quick way of creating a character. Itīs instantly familiar. And itīs easy to get actors for that role - there must be hundreds of actresses who can play a good dumb blonde. So why not?

The question is in fact the answer. Itīs because itīs too quick a way of creating a character, and itīs too familiar, and there are too many actresses who could play that role. Itīs simply not interesting. Furthermore, such roles are downright prejudiced. Even if a hip old person, for example, is less negative than a stupid blonde, thereīs still a prejudice behind the character.

But how do you know that your character is not a steretype? One way is to go against stereotypes. In this case, make the blonde the smartest person in the story. Another way is to add on a second trait, that has nothing to do with the first. The stupid blonde could be a computer whiz, or agoraphobic, or a hippie. But thatīs not enough. It will still be a stereotype with a tacked-on trait.

(Donīt confuse stereotypes with archetypes, a powerful type of character thatīs not rooted in external traits but in behaviour. The rebel, the hero and the phlegmatic are three such archetypes, which could be expressed (or characterised) in a million ways: as old women, bikers, aliens, children, or girl students, and still feel fresh and interesting.)

Familiarity vs predictability

The characters must be interesting for us to pay attention to the story. This is especially important when creating TV shows. And one of the easiest ways to make a character interesting is to make it familiar.

"Familiar" can mean everything from echoing a public figure, such as Malcolm X, to copying another successful character, such as Joey in "Friends", to using a family member as original. Whichever model you use, you should be careful not to copy it exactly. First off, itīs not very creative. Secondly, it will seriously cramp your creative style later, when you get stuck in the story. Thirdly, you will not make the original justice, and it will become a bad carbon copy.

But even more importantly, it will lack unpredictability. Without some measure of unpredictability, the character will go stale after a while, and become boring. That does not mean, however, that characters should be totally surprising. Quite the opposite, in fact. After a character is introduced (after say, the first five pages it appears in), you will have to give a pretty good reason if you want to change the character, or divulge something thatīs not at least hinted at previously. For example, an elderly lady that turns out to be a master karate expert is unpredictable but impossible to include in a story, unless her skills are presented up front (as is Dorothy Gilmanīs Mrs Pollifax).

The three dimensions

One of the most stubborn ways of expressing how little a character is developed, is by stating that it is two-dimensional or even one-dimensional. Usually that kind of expression is used by critics about bad acting, but it can also refer to a poorly written character. However, itīs not a very precise instrument. In fact, it took me several years before I finally saw a defintion of what the three dimensions were. (I knew that it couldnīt be length, width and depth...) Apparently, the three dimensions are:

Thoughts, Emotions and Actions
(see for example Seger: Making a Good Script Great)

Another version of the three dimensions is:

Personal life, Occupation, and Quirk/Unusual Trait
(see William Martell, Script Secrets)

A third way is to divide the character into:

Physical, Psychological, and Social

And according to those theories, if you forget one dimension, your character will be flat, and thus uninteresting. On the other hand, when you do have all three dimensions, you cannot fail.

Itīs not that I donīt believe that its wrong with three dimensions. Itīs just that I donīt think that itīs right. This is no different from writing those dull backstory sheets.

But if you desperately want a analytical way to divide a character, you should use the Character Circle:

The Character Circle

The slices in the circle should be read like this:

  • Facts are for example age, shoesize, number of siblings, hometown, title and all those things you might find in a computer printout from some government agency.
  • Externals are everything you can see - eye colour, hair color and length, etc.
  • Psychology is not only phobias, manias and psychotics, itīs also how the character develops through the story, all memories and pet peeves, motivations, and such.
  • Dialogue is the particulars of how the character speaks - languages, dialect(s), longwindedness, catchphrases, etc.
  • Behaviour - body language, actions taken, habits, and so on.
  • Status and context are how the character relates to other characters. Is she a boss? The lowest of the low? Someone the others turn to in trouble?
  • Dramatic function you can read about here.
  • Metafeatures is about the character as a character - where he comes into the story and goes out of it, how much room he has, and everything else you need to know, including if the character is similar to a living person.

Dialogue, quirks and scars

But the single most usual problem is basing the character on some outward aspect: a lisp, Yankee drawl, repeated phrases, the hobby of training frogs, a metallic hand... Combining these speach patterns and these quirky features doesnīt make up a character. Not even almost.

So why is that a problem? The character would be interesting to watch and listen to. And it would probably be fun to play. Who cares if itīs not a "character"?

Well, I donīt care about your stories. But me, Iīll continue having characters in my stories, since they have larger impact on the audience. And they help shape the story. The quirky method may gain quick interest, but unless there is also substance, the longevity of the character is very, very limited. Especially if youīre writing a TV series, this is important to keep in mind.

Part II - Character basics

The two schools

So, how do you do it? Aside from avoiding those things, how do you create characters? Actually, hold that thought.

Weīll get to that. First, letīs back up a bit. Last time we talked about creating characters by contrasting them against each other. What I didnīt mention was when you start building your characters, so letīs start there.

Do the story come first, or the characters? I think that story and characters are interconnected. Plot is character, and character is plot. But that doesnīt change the fact that you can talk about them separately. And the order in which you create stories and characters will differ from my order. However, I will say this: you should develop your characters before you start to map out the story more carefully, scene by scene or sequence by sequence. If you donīt, the characters will take a back seat to the story, and youīll find it difficult to write your dialogue.

A more direct way of saying this is: develop your characters before you write the story.

One thing you should provide before we go further is to give them temp-names, that is, some designation to make it easier to handle them and tell them apart. You can name them X, Y and Z if you want, as long as you know who they are. But more likely, youīll want to give them simple but memorable names. Donīt dwell on this too long, you can change the temp-names later, after youīve developed your characters.

I can hear you now. "Develop your characters" sound pretty easy, doesnīt it. But how do you do that? What does it mean "to develop a character"? And how do you know when your characters are fully developed?

The most irritating fact about all this is that it seems so easy for some writers. They just dream up all these wonderful characters, that jump off the page, feels so real and yet manage to surprise us. How can you do that?

I donīt know how. I might as well confess that up front. My characters donīt come into this world fully drawn, or even as silhouettes. They are painstakingly chiseled out, step by step, sometimes one step forward and two steps back, until I "get" them myself. But after that, theyīre there and I know them.

Iīm not saying that you need to be from either of these two schools. You probably arenīt. But some things are common for every character, no matter what side of the tracks they come from. And the common features are the underlying elements...

The goal and the motivation

The first two elements are the most commonly talked about elements: the goal and the motivation. Still I know that some people get them mixed up, so letīs define them first:

the goal is WHAT the character want,
the motivation is WHY the goal is coveted.
.

Admittedly, the lines can become a little blurred sometimes. The goal is not always a noun, such as a MacGuffin. And the motivation may very well be a noun. For example, in "A Beautiful Mind", the goal for the protagonist is to get well (verb), and the motivation is his love for his wife (noun).

Unless the protagonist wants something, there can be no conflict, because there can be no antagonist, which in turn comes from the fact that we donīt even have a protagonist.

Do you think that is tricky? Well, here comes the really tricky part: every character is the protagonist of his or her own story. The geniusīs wife in "A Beautiful Mind" would probably consider herself the protagonist of the story of her life, not a modifying character to her husband, as you will consider yourself the main character, and not a bit player in your life.

So, in order to even have a story, every character needs a goal, something to strive for, even your minor parts. To create understanding in them - to let us inside their minds for a second - you also need a motivation.

Motivation is usually more difficult to achieve, because you can easily create a character that wants to commit suicide. But to make us understand why the character wants to commit suicide, and actually agree that itīs the right thing to do under the circumstances.

A tall order considering how little time we have to do it. In reality we have to show why our character would do something we wouldnīt likely do in the same situation, in less than two minutes.

What makes good motivations? Of course, that depends on your story, on your characters, and most importantly, on you. In my column about antagonists, I show the most oft-used motives, and some of the most powerful ones. Try them out.

Oh, one more thing: the goal need to be visible, something that we can see, or we wonīt feel the success when the goal is accomplished, or experience the agony when itīs not.

The strategy

Okay, now the character has some sort of goal - whether itīs getting the girl or getting a book published - and motivation, like the thirst for revenge or the fundamentalist belief that itīs laid down by God. Now what?

Since there are thousands of ways to reach the same goal, we need to specify which one our character will use. If the goal is to flee from hell, the motivation may seem pretty obvious, but the strategy can be pretty much anything, from trying to make a deal with the devil, to creating a diversion (a world war, perhaps...), to seducing the devil, to... well, you get the picture.

This strategy-bit is the reason why you should develop the characters before you write the story scene for scene. What method a person uses is highly indicative of the personīs persona, or character. A shy character would perhaps not try to seduce the devil, but may create a diversion and sneak out. A lawyer may try to find some legal loophole. And a romantic figure could give the old wooing the devil-plot a try.

Thereīs one constant for strategies that you need to keep in mind: every character must try to find the best possible way to reach his goal. Anything else is selling the character short. This is where you actually can ask yourself: "What would I do in the same situation?" You would hardly choose a lousy strategy, would you? Donīt stick your character with a lousy one, either.

The arc

The final basic element of a character is how he or she develops during the story. Itīs known as the arc, as in "John Bookīs anti-violence arc". In TV shows, a characterīs arc can be spread over an entire season, or over the entire run. In ordinary stories the arc is complete by the time he or she rides into the sunset.

There are an infinite number of specific arcs, from the popular "falling in love"-arc, to the not equally popular (or at any rate usual) arc of overthrowing the lowest of the low and taking his place in the trash.

Arcs are about growth and change, and any character worth the paper itīs written on has an arc. It may be subtle, as in many action films. That does not mean that James Bond does not have an arc or that he doesnīt change at all, it just means that his arcs are less visible than most other characters. Bondīs arcs often lie in the plots, as is comme-il-faut in detective stories, theyīre about learning the plot, or going from relative ignorance to specific knowledge.

Part III - Living characters

With these basic elements locked down - a simple story, contrasting characters, dramatic functions, goals, motivations, strategies, and arcs - the character is still only a skeleton.

To make it move around and speak eloquently, weīll need a whole lotta more. But donīt worry, Iīll give a whole lotta more. Hereīs my character tools:

Attitude

Without attitude, there would be virtually no difference between Toby Ziegler and Sam Seaborn in "The West Wing", but Toby is a cynical know-it-all, and Sam is a optimistical fighter. Both struggle with almost the same questions, but it would be as difficult to imagine Sam insulting everybody, as it would be imagining Toby coming up with unrealistic plans to change the world. Thatīs the essence of attitude, and attitude makes all the difference on the outlook on the goal, on the strategy, the arc, and all the other characters.

Just to clarify, attitude is not mood. Mood is e.g. anger, sadness and joy. Examples of attitudes are optimism, fundamentalism, and scepticism. Attitudes are more long-term, while moods change. You will want to let all your character be able to be in all sorts of moods, but give them only one attitude.

With the attitude in place, the work of establishing the voice becomes much easier. But attitude isnīt enough. If you rely too much on attitude, the result is an entire group, or even an entire race talk the same way, as the cliché version of Native Americans, or Asians.

Strength and weakness

A common way to describe characters is to say that they have both strengths and weaknesses. They are strong in one area and weak in another area. That will certainly give them some interesting features, some way of improving during the story. But it will also sabotage the personal story in a complex way. If the character for example is intelligent (strength), but also sensitive to criticism (weakness), all the character have to do is to harden his or her heart, and bite down when being criticised. Instead you should devise characters like this: let their strengths be their weaknesses.

Still using the same example, the characterīs greatest weakness is his or her intelligence. The conflict will force the character to confront his intelligence - by letting the character be too smart for his own good, or by putting her in a situation where the intelligence is useless. The solution isnīt to give up something bad, which is relatively easy, but to get real with yourself - and really change, which is hard.

This way the character doesnīt need ten different features, that would have put the character all over the place, but a few, carefully selected features, fully examined. Go back to the features youīve already given your character, and put another spin on them, question them, and make them both strengths and weaknesses.

Life outside the story

The worst characters are most likely those that live for the story, that doesnīt have any relatives, any friends, any hobbies or even any life before the story began. They are simply agents, chesspieces for the writer to move around, from plot point to plot point.

But the real reason for characters to have life outside the story, is that how else would they get into the story?, and how else would the story move along? This means that the lives you create for your characters must be abundant with catalysts, ie things that set stories in motion.

An example: in "Frasier", Niles create certain stories ("Want to go to the Ball?"), Martin create other types of stories ("I found a place where they sell my old beer"), Daphne create another type of stories ("My brother is coming to stay here"), etc. Frasierīs life simply cannot be boring with so many sources for stories and conflicts that walk through his door.

On the other hand, you as writer must still pick and choose, to make sure that only the best and relevant ideas make it through the door.

Inner conflict

Too much doubt makes a character passive, but a little doubt can make a character interesting. Of course it all depends on why the character hesitates to act. Is it moral ambiguities, concern for someone, self-doubt, or something else? The reason needs to be better than just "I (the writer) canīt come up with what the characterīs going to do next". It needs to be a calculated delay.

Itīs all part of the inner conflict question. Inner conflict is about a character torn between two equally bad or two equally good alternatives. Rock - hard place, or sex - saving the Earth, that kind of choices. And the character canīt know what to choose until the absolutely last moment, or the plot will be too visible, and the character will seem superhumanly clever.

(If you want to know more about this, read here.)

Connections with other characters

I should not have to tell you this.

I really shouldnīt. But it seems I do have to. So here goes...

Characters need to connect to other characters. That means that they need to influence each other. If one person says something, another needs to take it personally, and a third needs to deny it because it rhymes poorly with her upbringing. Thatīs the way it works.

Cause and effect. Thatīs what should drive dialogue.

Iīm not talking about what topics the characters cover in their little meetings, although thatīs also driven by cause and effect. Iīm talking about personal issues, reactions. For example, "teasing" brings on "anger" which results in "regret" and that causes "making up". Emotional states needs to be plotted as tightly as can be, because this gives the characters dynamic moods, instead of staying "mad" during an entire story, or "shy", or "bitter".

Naturally, every character changes every other character (that he or she meets). Every character affects every other character. This means that characters talk about each other, not about topics. They wonder about this character. They are in love with that character. They suspect that character. They mention their names when theyīre not present, write letters to them, think about what they should tell them, and try to predict how they are going to react. They may be right, they may be wrong, but for Godīs sake, let them try.

The higher up in the dramatic function ladder, the more the other characters should talk about them. The greatest example of how this is done is actually the 18th century play "Tartuffe", where the playīs villain, the con man Tartuffe, has nestled his way into a rich family. The first act everybodyīs talking about what effects Tartuffe has had on the father of the family, duping him. But Tartuffe himself is nowhere to be seen. He doesnīt appear until later. By then we already have a very good idea of who this character is.

Lies

We all use lies - small white lies, deceptive lies, omissions of the truth, or any other type of lie. And think about it, lies are great! (In stories anyway.) One reason for that is that they help advance the story. If thereīs a lie, thereīs bound to be a truth somewhere down the line. And the liar will probably get his due - and thatīs fun!

But more importantly, and, as Hercule Poirot said: - It doesnīt matter if a person tells me a lie. If a person lies, I will find the truth from which lie the person tells.

Thatīs because lies reveal what the character is thinking about, what topics are present in his or her brain, and where he or she wants to direct the audienceīs attention. This is a subtle way to show true character and other facets of a person at the same time. Itīs great! You should try it.

Whatīs next?

Itīs not over yet.

You still need to show the characterīs characteristics. How do you do that? Through characterisation, of course. And youīre right, there will be a column on that too...

By Lennart Guldbrandsson


Chapters
Part I - Things to look out for
Stereotypes and archetypes
Familiarity vs predictability
The three dimensions
The Character Circle
Dialogue, quirks and scars

Part II - Character basics
The two schools
The goal and the motivation
The strategy
The arc

Part III - Living characters
Attitude
Strength and weakness
Life outside the story
Inner conflict
Connections with other characters
Lies

Whatīs next?