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Shawn Lenore
Shawn Lenore

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Advice on writing characters that feel real

Okay! I'm gonna try and collect my Night Thoughts into something coherent for you guys, because it seemed like most of the feedback I got about writing-related posts went towards writing people that feel real. I'll try and do a series of these so I don't get overwhelmed and ramble too much because I do that.

FIRST! Here is the hierarchy you need to remember:

Characters > Plot > World building

You might disagree with me. I'm gonna say that you're wrong, so don't bother. CHARACTERS ARE MOST IMPORTANT. Your plot and your world should spring FROM the characters and to SERVE the characters. I'll explain in a bit.

A plot is just a series of events. I can listen to a stranger tell me a series of things that have happened to them, even really interesting things, but it's still just a bunch of random events that happened to someone else. Eventually, I'll leave that conversation and probably forget what they told me. I don't know them, and I'm not emotionally invested in them, so stuff that happens to them is just like...a grocery list. That person might be super interesting, but I wouldn't know that just from the plot by itself.

World building...is the stickler isn't it? Because you can talk to some people and they've spent fucking yeeeearrs developing their universe. This is what the plants look like, these are the languages they speak in these different regions, this is how the currency works...No one cares. I'm sorry. You put in a lot of effort, but backwards.

Ultimately, you want to start with characters. Maybe initially, you won't know that much about your characters, so if they're a bit thin early on, that's okay. I wasn't totally sure who Elias was until the end of chapter 2, and Vincent still surprises me sometimes with like...having emotions and shit. But start with a sketch of a person. If it helps, keep someone you know in mind when you write that character, or file the serial numbers off of a couple of your favorite existing characters and combine them a bit to see what cool weirdo you come up with. But start with some basic traits and an idea of who they might be. 

Now, you've got a character. Let's call this character Mark. I'm going to make Mark pretty impulsive and cocky, secretly really insecure (I'm going to talk about insecurity in its own post at some point, remind me), but he's a really capable guy if he puts his mind to it. He's not great at thinking in a straight line, but he comes up with solutions eventually in his own way. He's a little too loud and excitable sometimes, but the people who know him find him charming anyway. 

I just made Mark up in about two minutes, but that's enough to work off of. Now, let's add some plot and some world. We're going to keep both pretty light to begin with. For world, I'm going to go with space. He's on a space ship. I'll worry about the details later.

Plot is more of a quagmire. Plot shouldn't just happen to a character and they're constantly just being pulled along. The character should react to the plot as often as the plot reacts to the character. You want actions and events to have consequences. "Because this happened, this happened, and because that happened, this other thing happened, therefore this happened" etc.

The easiest place to start a plot is what does this character NEED or WANT. Regular people want things, and that's the best way to start making a character who feels like a real person. Mark, who I now realize is loosely based off of Captain Kirk, wants to be a pilot for...whatever I'll call my space military operation. That's what Mark wants, to be a pilot. 

Now, crafting the plot is just a series of changes that add up to Mark becoming a pilot, OR Mark not becoming a pilot, but becoming something more authentic to who Mark actually should be (like a captain maybe?), OR Mark failing completely because you're writing a really depressing story. Your plot throws things in Mark's way (I struggle with this because I want everyone to be happy lol), and Mark finds his way through those struggles. 

Maybe Mark has worked really, really hard to get into flight training school. He's been flying since he was a kid, in airplanes and such, but not to space. But Mark sucks at taking tests, gets suuuper anxious, and completely bombs it. (See how I've added backstory to this character to give weight to plot points? His backstory INFORMS the plot, not just as random details.) Mark is a pretty resourceful guy, though, and he's enthusiastic enough that he doesn't let failing one test screw up his plans. He knows he can do this (no he doesn't, he tells himself on the inside), so he starts researching on the future internet (you can flesh all that out in the world building stage) and comes up with an idea to build his own fucking space ship thank you very much. And because he's a charming guy, he recruits some really smart friends to help him. 

Something something rag tag team of friends something something he fights like the dickens and gets into flight school his own way by learning in a way that's more practical to who he is as a person or whatever. I'm losing steam here because I should go to bed, but you get the idea. We know who Mark is to start with. We want to write a story that deals with space. Well, Mark is the vehicle by which you tell that story, rather than that story being a vehicle to drag Mark around. I want to give a shit about Mark. I want to see Mark at his best and his worst and in between. I want to see Mark eat a bagel in the morning with fucked up bed hair. I want Mark to suck at relationships because he's a nice dude, but focused on his own goals right now. I want Mark to grow as a person and learn more about who he really is and what he's capable of. 

THEN, as you're putting your story together, the world building will naturally follow. What does the audience need to know to make this world feel real? What details can you drop along the way that will inform plot points down the line? 

Like, in HTBAW, I brought up Connie's pregnancy and then had Marisa explain the various combinations and issues that arise during a magic-based pregnancy. I brought up these details because they're significant to explaining stuff in the next chapter. Did I know any of that junk when I started? Dude, I didn't even know Connie would show up in this story when I started writing it. It wasn't til like...end of chapter 2 that I knew half the plot for this story, let alone anything about my antagonist beyond "Aubrey is reporting back to ??someone?? and I will figure that out...soon??" (I don't write...in a very thought out beforehand way.) But by world building along the way, I have a chance to mold the "rules" of this world to help fit my plot and fill in potential issues. (Why is werewolf bureaucracy such a pain in the ass? Because otherwise there's unlimited help anytime they need it, and that doesn't lend itself to much of a plot.) 

Like, by all means, develop the shit out of whatever you're writing. I want to know what makes your space ships fly, I want to know how intergalactic diplomacy works, I want to know all about the complicated multi-planet banking system...AS THAT SHIT IS NEEDED AND RELEVANT. Lord of the Rings always comes to mind when world building comes up...that story would have been great, except I didn't care about maybe half of it, and for all the stuff that Tolkien explained, he didn't explain other things (like Tom Bombadil WTF was that???) and it all just felt...heavy. I'm not saying I needed a whole book up in Frodo's mental business 24/7, but there's a reason I enjoyed the movies but stopped reading the books like...100 pages short of being done with Return of the King. That's how done I was.

Anyway, if any of this made sense in my sleepy haze, what you need to know is that Part 1 of my random writing blog posts is that you have to put your characters at the TOP PRIORITY of your story. They matter most. I guarantee you, I could write a story about Mark doing his laundry in space and it'd be readable. Might not be the most amazing thing ever written, but if Mark is an interesting enough guy, then him doing his laundry would be interesting too. 

Some other topics I'll cover here soon are Dialog, Insecurity (just trust me), aaaand Character Growth, probably. I'll see if I come up with more, but let's start there.

Comments

Raeven, I'm going to address your comment on a new post. I hope you don't mind, because I think it's a common issue :).

Shawn L

A good question! Really, if you're writing based on a character's reactions, then they'll always do what you expect them to do in any given situation, and if they do the opposite, it needs to be a big deal. I think it helps if you have a general ending that you're aiming for (for the whole story or just the arc), in which case, most of your writing is just the process of getting the character to that ending. Thus, the obstacles you throw in their way should lead them there. If they're a very reticent character, but your end goal is them facing off against their enemy, then your plot should put obstacles in the character's way that leads them to grow in courage. Then you've got to consider Acts. Most people write in three acts, but I personally think you should write as many as needed. But an act is first and foremost a point of no return. Malaya meets Elias, and she waffles on whether to bother with him. Malaya meets Aubrey and fully transforms...she's reached a point of no return. She sees the full extent of her power and there's a threat against her family's life, end of Act 1. Act 2 then follows her learning more and accepting her power. Everything that happens in the plot is to give her situations to react to towards that goal. (Like, if I put the shopping montage right after she meets Aubrey, that doesn't serve the character or the plot...whereas putting it in Chapter 7 makes it a character bonding interlude...so now it serves a Purpose.) Basically, if you're writing with your characters in mind, and where they're going, you shouldn't write yourself into too many corners. Your plot can stay pretty thin and still be interesting. The idea is not to throw out too many things that limit your future options without thinking it through first. ("This magic orb controls time!" Okay, well, why not go back in time and fix everything? Why doesn't it come back again when we need it in the future? Etc.) Like, the werewolf council existing created a limit -- Now Elias's mom and friends can't just come fix the situation so our protagonists have to. Well, now I have to deal with the werewolf council existing, so that's a limit on the story I had to think through a LOT before I ran with it. I have a list of details that I reference to help give it some basis in real bureaucracy. But, I don't throw out too many details into the story that readers don't need, because that puts limits on things that I can't change later if I have to. Hopefully all that made sense!

Shawn L

Thanks for this :-) Its great to hear that there are still writers out there who put the characters at the top and not the story or world (one of my favorite storys is just around two people traveling through the world, just because the characters are fantasticly written). One thing i am a little bit curious about (maybe you will explain this in another post): Your way is that the story "evolves" around the character and vice versa, meaning you are looking how it goes and react then when it needed (i know you have a rough outline of your story) - how do you prevent writing yourself into a corner at this stage? I know other stories that went this route and then there was suddenly a wall and the writer had to use a desu ex machina to solve the problem. ---- But i have to say its always good to read such advice, i am hoping to get my own story back on track. I only wrote the rough outline of the prologe and hope to get this one going at some point, and even fix what i have already written (even if its already everyone can read it) :-)

NiWo21k


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