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A long time ago, I wrote an article called “OCs Akimbo and How to Make Them”. This was in the golden age of the internet when people still owned their own websites and we walked uphill, through the snow, both ways because it was good for our glutes. We didn’t need to be fed a constant stream of memes produced by bots in Malaysia because we were not yet living in a post-ironic, dystopian future where many are forced to work from home or not at all. The joy came to us naturally in those times, and a “meme” was a thing that saved bandwidth, so you couldn’t spam them – bad memes were a waste of money and a waste of good internets.

But that article has been lost, swallowed up like so many other web-ventures of old by the insatiable beast known on Walstreet as FANG (Facebook, Amazon, Netflix, and Google; Netflix is in there because the acronym is rude otherwise). Also, people don’t write articles anymore. They’re too efficient and only run ads at the top and bottom of the page without interrupting what you’re trying to read, unless the author is one of the sub-human monsters that puts ads in the middle of his articles and makes you scroll past them just to get the rest of his insipid opinion. Rest assured, my insipid opinions come without ads in the middle. And likely without ads at the top or bottom, either, because maybe only a hundred people will read this and that’s worth about $0.01 today.

So characters! You want to make a character! Put your hands down, we’re not taking questions until later, so for now we assume you’re reading this because you want to make a character for something. I don’t really care what. Whether it’s for a roleplaying game, which has become more in vogue recently thanks to the show “Stranger Things”, I hear, or because you want to present yourself as a foxy cat-girl getting busy with a catty fox-man in your dirty, filthy Discord group.

If you’re designing a character for amorous roleplay, I assume the reality is that you are fundamentally playing yourself, with all the same excruciating hang ups and personal insecurities, except as an animal. But suppose you didn’t want to play as yourself? How to go about that. Well, there are several ways of thinking about it, but since I’m the author, I will use my tyranny of the mic to write as though my perspective is the only valid one.

You Choose Your Shirt, You Choose Your Life

We’ll start with the basic way to make any character and have it work. Figure out how they feel, and then play everything around coping with those feelings. No, seriously, it’s the simple banality of human existence and anything else you can think of is just going to be taking a back seat to whatever your personal psychosis is. That’s all you are – a wet sack of flesh with crippling mental problems and a strategy to overcome them.

To put this in terms you shouldn’t understand, think of how you choose to put on a shirt in the morning. Maybe you choose the shirt because it says something on it, or because you like a specific color, but how do you know you like that color? How do you know you like the band, or the terrible joke you should be embarrassed to wear in public? When asked these questions, many people will try to draw a string of logic. They’ll say that red is a dominant color, or they want to support their favorite musician, or they’re being post ironic and the point of their joke shirt is that it’s not supposed to make anyone happy.

But these are all falsehoods. Every time you put on a shirt, you don’t actually examine the whole wardrobe on an intellectual level and compare their relative advantages and disadvantages on factors as minute as color. People who do such a thing are considered to be obsessive compulsive, which is considered a disorder because they are barely able to make choices. The more time you spend trying to logically examine such a thing, the less able you are to do anything. The truth is, you pick your shirt on a whim because you feel like it, and you like the color red because it reminds you of succulent berries, or your monkey ancestor’s big red ass, or something. The insistence that red is a “power color” is just something people make up.

Many snap decisions come down to your lizard hind-brain and your feelings. People argue that their intellect is so huge, this is no longer true for them, but emotions actually control most of our decisions because emotions work quickly and easily. If you see something and it makes you scared, or angry, you react accordingly and right away. You don’t have ten minutes to evaluate the sight of a snake and determine based on its colors and head shape whether or not it’s venomous. If your kid climbs a tree, you don’t get to do a lot of math about their weight and the height they’re climbing at before you get nervous. Your instincts and your emotions are the same thing, and it’s how you make the majority of your choices.

There are some exceptions, when you have time, where you can try to evaluate facts and figures and try to let that shape how you feel about something, but in this day and age I’m sure everyone has had enough heated political arguments to realize that for many people, feelings can be difficult to change. In fact, much logic is only presented to specifically alter your feelings, and not necessarily to provide you with more comprehensible information. Ultimately, even things you spend a lot of time thinking about eventually get processed on an emotional level.

The Past and the Future are the Same Thing

So what does all this mean for making a character? Well, let’s divert into a little anecdote. I enjoy role-playing games as a hobby, and learned to play in a group that enjoyed a lot of theater and acting. We often shunned systems that were heavy on rules and templates, and focused mainly on having dynamic character personalities with clear motives, then playing those games around those characters. This made running games fairly easy for the guy in charge, because all he had to do was invent a colorful cast of faces for the group to interact with, and then see who they hated the most, then go from there.

But most groups are not especially fond of acting. Dungeons and Dragons is handily the most popular roleplaying system out there, and it’s no coincidence that it’s also one of the most restrictive in terms of describing your job within the group and telling you what you’ll learn as the game progresses. In D&D, the fighter fights, the wizard wizzes, the rogue steals everyone’s money and has to do everything in secret or otherwise the whole rest of the table declares a spot check every time he does literally anything.

And it was while running a game with a D&D sort of group that I first encountered a player who had written four pages of backstory for their character. Just to reiterate, I learned to play with a group that focused entirely on character motives and acting, and I had never been given a four page backstory before. Once we had enough experience, my old group could typically sum up a character backstory verbally, in a few sentences. It would be easy to remember and you wouldn’t write it down because all the important details were short.

There’s something to delve into regarding brevity, but to focus on this four page character – none of the backstory made sense or really conveyed how the character felt about anything. This character, as far as I can recall, obtained magic powers because he walked down an alleyway, was accosted by cultists, the cultists cast a spell, the cultists exploded, and then the character could cast magic. I think he may have also been some kind of zombie, but I don’t remember because it wasn’t an element that was integral, except, I believe, the player used it as justification to hide their magic powers. They were embarrassed about being undead, or something, and even though the rest of the group was doing magic, the character thought their magic would be linked to their lack of pulse. It wasn’t even useful magic – it was the ability to throw fireballs, so hiding it was the best possible way to make the character non-functional.

The rest of the writing was irrelevant. There was information about family history, past work, blood type – whatever – I barely remember it because it was frosting with no cake. The player never wrote a character. They wrote an expository list of events that were all linked to one person without any sort of personality. That is, the player never really understood how this character felt, or how that shaped their life, and it’s clear they hoped that by writing enough things, eventually a character might take shape. As though you might learn a lot about a man by listing what kinds of weeds were growing in his back yard, or by listing the cities he’s lived in, or by listing a chronological sequence of events the person was present during.

This player, and frankly nobody, should ever require a four page back-story for a character. When it comes to writing a character, the core element of who they are, the past, present, and future are all the same. If this person has anger problems, they probably have a pattern of lashing out, and solving their life’s problems by being too frustrating to deal with. If they’re timid, they probably have a history of conflict avoidance. If they’re smooth talkers, they think they can talk their way through everything. Whatever emotional way people engage with the world around them, they’re likely to behave like that through their past, present, and future. You can know who someone is in the present and know who they’ll be in the future without examining an in-depth historical report of their past. Indeed, how else could we interact with other humans if this weren’t the truth?

People get confused easily, and will quickly insist that the backstory makes the character because they see on TV, constantly, stories about the past. A show will say, “this man is like this because of something that happened to him years ago”. But what you have to realize is that when TV does it, and when it does it well, it’s not the past that defines the character. The past events being described are conflict. Say it with me: CONFLICT. Not character.

Conflicting Over Conflict

Conflict is what a character reacts to, and it drives the story forward. So let’s consider, if you were to show a character’s past, how is that story structured. Well first you begin with a character, right? Because without the character, how do you know how this person will react to conflicts? You don’t. So the character is designed before the backstory. So what is this story of the past? It’s a story about some conflict and how the character interacted with it.

If your character in the present is a knife-wielding maniac, then one plausible story about their past would be when they were confronted by a problem that was solved by stabbing the problem. What this shows you is that the character moved towards this behavior of violence, and it worked for them so they kept doing it. Over time, they came to believe that most problems could be resolved by stabbing things, and that’s just how they live now, but it still takes a specific kind of person to try stabbing something the first time.

If you imagine a violent person, you may also imagine they tried conflict avoidance and it didn’t work. Perhaps they tried being confident, and they were quickly ground down. Finally they resorted to violence and achieved success, but that may have been after a long progression of abuse, which is why they also don’t form personal attachments or trust anyone. These looks at the past can add a lot of flesh and explanation to why your character feels certain ways about certain things – why they feel their life’s coping strategies are the best ones. That’s why when you see them, a good story of the past gives the viewer the feeling that they’ve developed a better sense of who the character is.

Whether the past defines the character or the character defines their past is a chicken and the egg question, and something you as a writer would have to decide. There’s no one answer and there are good ways to go about both approaches, so long as you know who your character is before you start doing any writing at all. Because whatever you write, the event you describe will merely be a conflict, a moment, and how the character reacts to that conflict tells a viewer who that character is.

In and Out of Character

Speaking of role-playing games: you’ll find the overwhelming majority of players are on about the same level as those guys pretending to be cat-girls in their filthy, unspeakable Discord group. That is, most people just play themselves, but with a gimmick. They play themselves, but with a stutter, or they’re french, or a they’re a cat-girl, or a they’re a samurai, or they’re a robot; they can be anything, but not anyone.

This gets a bit more into acting, which actually does play in to every work of fiction. To act properly, you need to be able to put yourself comfortably in the mind-space of your character and behave as though you only know what your character knows. The generations-old story of the rogue that steals from the party is a great example of the challenge at work here.

Imagine you’re facing a lot of life-and-death situations back to back with somebody, but this person is also slippery and difficult to trust. They never let you down openly, but they’re constantly wrangling you into bad contracts that benefit them, and you think they might be embezzling the group’s funds. In terms of writing a story, this is a good opportunity for conflict. A good role-playing group can handle this on the fly, while a typical role-playing group absolutely can’t.

A typical role-playing group always has the same response. Whenever the rogue tries to skim a little money off the top, the whole table rolls “spot checks” to catch the thief in the action, and then prevent him from stealing there in the moment. This is what the people playing the game regard as an enforcement action to prevent stealing – as long as the whole table rolls, someone is usually going to roll high enough to catch the rogue before he gets away with it. But how does every character in the game know to be hyper vigilant all of the sudden? Well, they don’t, and just rolling dice at people isn’t how we solve conflicts like this in the real world.

A good group will actually start to develop suspicions they’re being stolen from only after it happens, as they do their accounting and realize they’re short some cash. They may suspect the rogue, but they rely on him to find and disarm traps, and he’s somewhat irreplaceable. So the conflict now becomes trying to solve that problem without simply executing the rogue on a mere suspicion. The other players have to go out of their way to try set some bait or catch the rogue in the act, and if they prove what he’s done, then there can be a punishment. If the rogue keeps getting away with it, perhaps the party starts establishing rules to try to cull the potential for stealing, and now the rogue has to work around these new restrictions.

The second group is more nuanced and more believable. They’re facing a conflict and trying to figure out a way around it, instead of just using game mechanics to stop it entirely. And while this may seem like it begins and ends with roleplaying groups, the logic here works for most every other medium. You can never just have characters behaving as though they know things they aren’t supposed to know, and the way your characters react should follow the fundamentals of how they feel. Characters react to what they know, not what the audience knows.

Another example that would follow closer to other fiction is the following: quite recently I played a super hero game as a “reformed villain”, which basically meant I was playing a villain. The main hero died, leaving a vacuum in leadership, and at the same time a new, young hero joined the group. My villain character quickly swept in and began mentoring this fresh, young recruit, introducing him to as many morally gray aspects of the job as possible. Using deception to get closer to villains, fighting people who were too insane to know better, sometimes even doing lasting harm to ordinary people in the heat of the moment.

As the game went on, the group demonstrated that being a super hero was a very fine line that was difficult to apply idealism to, but my villain never quite killed anybody. He maimed people. He once dressed as a pizza delivery guy and threw a pizza so hard it knocked somebody unconscious. He sold hotdogs on the street without a permit. All while mentoring this kid and showing him the advantages of tap-dancing on that fine line.

Until the villain did kill somebody. A super scientists who was building deadly “Iron Man” style suits for a gang of terrorists used an ejection seat to try to escape the scene, and the villain threw his shoe. The shoe was thrown so hard, it caused the scientist’s head to burst like it’d been hit by a cannon ball. It all happened in the blink of an eye, against the wind, as the ejection seat rocketed off at dizzying speeds, and the villain claimed the murder was not intentional, even though it was clear at the table that I, the player, the author, had killed the scientist on purpose. It’s something I’d done as a snap decision in reality, because I thought the scientists was dangerous and it seemed in character to make that choice.

What ensued was much less in character. The young ward my villain had been mentoring turned on him instantly and carried on, from that point forward, as though the villain had intentionally killed an innocent man. He used the justification that my villain was very accurate and “never missed”, even though my villain missed his aim plenty of times throughout the adventure. He did not respond to any argument about the potential threat of the scientist, or about the very real possibility of an accident in the heat of the moment.

The player knew it was on purpose. The player felt his naive young character was a fundamentally good person. Ergo, he and the villain were now at mortal odds and could never reconcile. It’s a delicate situation and something that some actual writers could fall into, where the audience is shown the intent behind an ambiguous situation, and somehow the characters come to the same conclusion the audience does even though the characters don’t have the same information.

In television, this is sometimes due to run time limitations. Perhaps the character was supposed to gather more evidence before coming to the conclusion the audience was given, but the evidence gathering was cut to save time. But in a book, or a roleplaying game, there’s really no excuse. Everything should be handled based on what the character knows, and not on what the audience – or in this case the player – knows. At least if you’re a purist. I will be honest and admit there have been some popular works of fiction where characters side with the audience in spite of, in narrative, not even having the same moral system as the audience, let alone their knowledge of the plot.

What you actually should have between the villain and the ward, is a major point of conflict. Not in that the ward knows the villain killed someone on purpose and has an issue with it, but that he doesn’t know if the villain intentionally killed someone. That, in and of itself, is a very real moment of awakening to anyone with idealistic opinions on a job that entails violence and apprehension. It requires soul-searching, and even coming to the conclusion that the villain did kill someone and that it was wrong revolves around a complex set of emotional and moral beliefs.

Such a moment is pivotal to a character. It puts them at their lowest point, where they question all they know and all they ever wanted. Where they doubt everything. And how they come out of that situation? That’s the character’s arc. Denying them of that arc, and simply using the audience’s knowledge to make a fast choice obliterates the character’s development and robs them of an opportunity to tell a story within themselves and to their audience. Using the audience’s knowledge is quick, and keeps you on the same page as the viewers, but it is dirty and tells a less interesting tale.

And Your Point Is…?

So like I mentioned at the start, none of this is actually universal. Some stories are more event-driven, and expository writing can be fascinating as well. You really could write a tale about a sequence of events so long as the events were interesting and kept the audience reading, so a strong character isn’t even always necessary. But for what it’s worth, I think knowing how to make a character in such simple terms makes the whole process of writing much easier. If you know your character, you know how they’ll respond to conflicts, so every story is as easy as thinking up a conflict.

But hey, it’s also true that in some settings, trying to follow the rules of a good character or a good story may hurt you. A lot of role-playing groups will shun that type of thing because they’d rather roll dice at the rogue, and they think the person playing the rogue is in the wrong for trying to skim money from the party, because these people aren’t playing characters, they’re playing a game. They don’t care about an opportunity to have a character conflict with the rogue, they want their money, damnit. The fact they have nothing to spend it on in 5th edition D&D is another matter entirely.

Comments

Anonymous

You remind me of the days I 'criticized' fanfictions. Some guy had written the usual dystopia with your grey building and mines and guards and rationing and whatevs'. 'Xcept it was a pony fanfic', and so it was ponies. And honestly what I'm about to say would still hold true without, but it was especially apparent with ponies. I say that because we then had some roleplay sessions in that universe, and my character became really keen on that point. My character would want to paint the walls. Maybe paint flowers, or whatever. Just make the place more joyful, 'cause he was living in it 24/7 and he couldn't do anything about food but come on, paint in a post-industrial era ain't that expensive. You write a city like you write a character, a country or an event: it is shaped by meaning. What meaning you want to give it is up to you. Here he wanted that city to be sad, and so he made it grey. But really, decrepit attempts at paint would have been much sadder and more vivid. If you go by conflict, this city was under siege. So, yeah, grey buildings, mines and guards. If you go by emotion, this city had none. It solved the conflict by becoming authoritarian and paranoid ans o, grey buildings, mines and guards. But if you go by meaning, it's ponies under siege. Your buildings won't be grey and they will mine their way to musical instruments. You just know it. Even with humans, your ratio of generic bandits would still be inferior to that of people just needing some escape from said siege. If your meaning is group interaction, waste time putting thief traps. If your meaning is bashing monsters, roll those dices to death. The problem with roleplay is the group never agreed on its own meaning beforehand and the resulting mayhem, while enjoyable individually, is absolute heresy to writing.

Troy Walton

I'm going to try putting this advice to some use in the next few months. This was a great read.