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How do you get a feel for new characters?
Just curiosity as I idly work through details on a project that has a larger "opening" cast than usual. I have a lot of ways I come up with characters and flesh them out (just write them, make them in dress-up games and the like, build them up in daydreams, etc.), but I'm curious about other people's methods.
So, how do you flesh out characters?
I don’t write out a whole thing for it, but I always came up with relatively full backstories for the characters. If I actually wrote it down on paper the backstories would maybe be a page long or two at the very most.
I do what I do when I people watch. Imagine the persons life through moments to get to where they are now and how they must be feeling about being in this moment.
I suppose it helps that I create characters with specific motivations in mind. This character serves to examine this or that. I’ll give two examples:
I wrote a story once about a 50 year old divorcee, she was a professor and would begin an affair with a former student of hers. I created that character because I wanted to explore the idea of someone regretting being a mother, being a wife, and essentially just regretting the biggest parts of her life.
For another story I came up with two characters. Both in their 30s, they were both interested in music but one was more active in pursuing that than the other when they were adolescent. Cut to today, and the one that was more active on that front never became the pop star they wanted to be, and the other one sort of fell into success. And I created the unsuccessful character to reflect my own experiences of inadequacies and being a loser and not living the life I expected. And the successful character was to explore the actual drawbacks of success, or what I imagine them to be and how not everyone’s cut out for that.
So because I come at character from that perspective it’s a little bit easier to fill them in.
All three characters sound compelling to read about.
Actually I wrote them as screenplays. In my mind the divorcee was played by Kathryn Hahn. And the music one was Adele (unsuccessful) and Ariana Grande (successful).
I'm a minimalist at heart, and my characters are a function of the story I wanna tell. They often emerge from the story, not the other way around. I will only describe what is relevant to the story, so you won't necessarily know how they look. They don't even have a name sometimes. In some of my old stories, I made it intentionally difficult for the reader to know who was even speaking sometimes.
I have a hard time understanding why I should flesh out my characters in great detail before writing a story, and when I do, I rarely feel like that was a good way to spend my time. I fully acknowledge that most people probably shouldn't write the way I do. Lots of general writing advice doesn't apply to minimalism, minimal-like styles, as well as some examples of magical realism, comedy, absurdism, hard sci-fi, etc.
Or, generally speaking, stories where concepts and ideas are more important than characters.
Perhaps my answer to How do you get a feel for new characters? is that I really don't. I get a feel for the story, and characters emerge from that.
a character is a vessel for an idea and a worldview through which it can be conveyed and with respect to which it can be contextualised. i think there is a great art to making stories in which characters express meaningfully but subtly distinct, and even contradictory worldviews in a way that does not feel cheap. i have trouble with characterisation too (haven't written anything in a long time, alas; but when i did), and i had the same feeling that my characters were drawn out of the world rather than the other way around (i do not think this is necessarily a bad thing), but i think strong characterisation is a good thing
a 'baser' use of characterisation is to break up salient aspects of some concept in order to make it easier for the reader to hold in their head. humans are social creatures, and they think of thoughts as being thought by people. i think my difficulties in writing mirror some of my real-life social difficulties: i don't characterise myself strongly enough to other people
I find that I can only develop characters in pairs or groups. Which I guess makes sense, since conflict is what interests me. When I'm writing, I always start with a theme I want to explore, and so I sort of imagine characters initially and in subsequent development as representative of conflicting perspectives on that theme. From there, you can work backwards and forwards to flesh them out: backwards by imagining what kind of life experiences and traumas led to their developing that perspective; forwards by determining how that perspective shapes their behavior and personality. But the result of this process is basically just a set of conflict units; colorless, shapeless, unpersonable blobs.
When it comes to making the characters likeable and engaging, I start by trying to build out their dialogue voice. I do this by taking a couple characters and writing a dialogue scene for them, in script format, that has not much to do with the plot or theme of the actual story. In the process of writing a scene about, I don't know, scheduling a trip to the opera, I find that a unique voice, a rhythm and dynamic, emerges out of my subconscious. And from understanding how characters speak and interact, it's easy to flesh out a more complete and colorful personality. I think the shape and structure of dialogue -- not even its contents! can be the most efficient way to characterize someone, and that works in both directions, for the reader understanding the characters and the writer spinning them up, though if you don't already agree with me I can't convince you of it, since it's very primal.
Once I have distinct and natural voices for the characters, I just start writing the work itself, aggressively and periodically rewriting the opening few pages/chapters/whatever. The necessities of exposition will force you to flesh out anything that's missing from the characters, add whatever color and volume is needed, so no point in overthinking it.
I think it's interesting that you attempt to develop the character's voice. I always just threw them in. One of my biggest issues was always that they sometimes sounded the same. It's like how in a Woody Allen movie everyone sounds like... well Woody. I think it became easier to come up with differences when I thought of a specific person and wrote like how they spoke.
I think I learned the habit because I got my start in playwriting. There, dialogue is the only real tool you have -- since everything else will be left up to some production team down the line -- voice is one of only levers you can pull for characterization. Since then, even in prose, I've been perhaps unhealthily obsessed with dialogue. Back when I was an autistic kid, I did a lot of people watching to learn how people talked and acted, to get better at masking. So I think when I come up with a voice for a character I'm, like, subconsciously pulling from a middle aged woman I overheard at the Chik-Fil-A in the mall food court or something.
I kinda write with the beginning and end in mind so I don't get stuck with a plot that I don't know how to end, so that allows me to pretend I'm doing a 4th wall interview with them about the events of the plot kinda like John Wheeler's reverse 20 questions game where the yes/no answers are random and the topic is retroactively derived from them.
This leads to a lot of meta surprises! Often times things that seem like inconsistencies can be recontextualized - subtle nuances in what a character means, limits in their perspective, actually just a different timeline - so questioning anything that looks like a plot hole often leads to a lot more depth!
I like to mind map characters on a timeline in an infinite canvas like draw.io.
Will put the character in the middle where everything left is Backstory, everything right is Plot.
Start with genre and the tropes I'd like to borrow from. Then figure out arcs and I find the plot most likely inverts the backstory. Tragic Backstory, Triumphant Plot or vice versa. And its a matter of figuring out whats the internal journey they need to go on to achieve some external goal.
Then it's the hard part of differentiating character and identity. Making it clear that they are the same person with developments to their behaviour and mindset. My template is to have some things set in stone from Backstory and make big changes a constant "word-in-progress" or a fight against regression. The further back or deeper down some character trait goes, the more effort is needed to overcome it. But some progress is needed to resolve the central conflict.
From there its just jumping between a lot of different ideas and linking them to points the arc, themes and each other. Apearance, setting, scenes, diction, quirks, habits, other characters. I tend to end up with what looks like an all out conspiracy board tracking multiple parties and everything they ever done.
This style helps me keep things on track as I plot but also allows me to throw in details or elements as I discover them. However it can become a procrastination trap where I go well beyond the scope into irrelevant territory.
I am trying to move this system into an Obsidian Canvas to help keep track of things since referencing details or relationships gets tedious with larger scales.
Probably not exactly what you're looking for, but I'm an actor at heart and I find the best way to discover a character is to live in their shoes a bit. Most of my "theatrical" work in recent years has been roleplaying in D&D and other tabletop games.
Usually I do very little to flesh out my character before I start playing them. At most, I come up with a cornerstone phrase that helps me tune into the character's mindset and dialect, and have a general idea of where they come from and what they want. Then I let them loose in the world and let them surprise me.
My most recent character was my most fleshed out though, I actually wrote up a short introduction with the proposed backstory for my character as we were about to run through the Dungeon of the Mad Mage and I wanted someone with a real direction if we were actually going to play through to level 20 (we didn't, surprise surprise). Even so, she still grew as we played and I developed a better understanding of her as a person. Now she lives rent-free in my head along with the rest of my past characters.
The backstory of Shieldrig Tombcarver, for gits and shiggles
My name is Shieldrig Tombcarver, and I suppose you’d like to know what brings me here. Well, I suppose it all starts back when I was a wee babe at me mother’s teat and that’s where I should start but fuck that shit. Who’s got the patience for a yarn that long? What brings me here, now, to Waterdeep is much simpler than some sad story soaked in tears: a debt. Not a debt that I owe, mind you! Well, not directly anyway… but one that I’m responsible for nonetheless.You see, the Tombcarver name is more than just a cognomen, it’s a profession! My family have been designers and builders of crypts, catacombs, and mausoleums for generations. Our handiwork is known within all the noble Dwarven houses (and several non-Dwarven houses to boot, I might add) not to mention infamous amongst circles of ill-repute for its ingenuity and lethality. Of course, when you build a trap or a lock it’s only as good as the first fool to defeat it, and that’s where I come in. I’m what’s known in my family as the Passkey. Once a crypt is designed, I study the schematics and ensure there are no easy ways to break in – or out – and that’s what’s kept the family coffers full and flowing until recently.
After mum died, Randall and I (That’s me stepfather, Randall Tombcarver. He’s a twig of a human but a lovely man all the same, and how could I abandon a fella who’d take me mum’s name upon marrying her? Not that I’d go against her wishes either, not while she could still find out!) have been making a go of it these last 50-odd years. Not as a couple, you nasty rotworm, as a team! As family. The problem there is that he’s the designer, I the Passkey, and mother was the Stonehand. With no more family to build the structures and keep the secrets safe, we were forced to hire on help. There were a number over the years, but none were ever so eager to learn our secrets as that damned Garrin Battletow (Ratfoot, I called him). He was as skilled with stone as any of the masters I’d seen in their early days, but he always seemed to linger about asking questions longer than you’d like or you’d find him in the oddest places he shouldn’t’ve been.
One day he comes to me and suggests that my knowledge would be put to far better use in "practical applications". Personally, I believe he’d just grown lazy and tired of working stone. Regardless, after decades of study and deskwork and Randall’s designs becoming somewhat repetitive and less inspired with age, I cannot deny that the offer sounded appealing. We practiced on a few ancient designs we pulled from the vault-archive, small places nobody was likely to visit any more. We found the odd treasure or trinket to keep as a souvenir but for the most part what we found was the thrill of success.
On our last job, Ratfoot showed me plans unlike any I had seen before. They were freshly drawn in Randall’s hand, but Ratfoot told me he had Randall draw them by interpreting a description in a tome of a vast ancient vault said to have been lost for centuries that contained legendary tools the likes of which could work stone in such a way that Randall's wildest designs would outlive even the memory of the lot of us.
Like a fool, I believed him and followed along. For two whole years we planned our expedition down to the last meticulous detail, and our it worked flawlessly until it all went mudwall when we arrived in the inner sanctum. For alas, what was supposed to be an ancient and forgotten sepulcher was in fact a Zhentarim vault!
Rat. Fucking. Liar.
I used my magic to escape, leaving Ratfoot behind to run or die (fuck 'im) and returned to Randall, but by the time I returned the worst had already happened. There was no old man to be found, just a letter bearing the mark of the Zhentarim addressed to myself pinned to the wall with a dagger.
It turns out Ratfoot's silver tongue saved him once again: He told them all about Randall's designs and how I would test them. The Zhent took Randall to cover payment for the breach of their security and are having him design for them until such time as I manage to retrieve <INSERT MACGUFFIN HERE> from the Undermountain for them.
Rest assured, nothing will stop me from getting either <THE MACGUFFIN> or my revenge on Ratfoot. That much I promise you.