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[personal profile] mbarker posting in [community profile] writercises
Original Posting Aug. 4, 2017

Writer's Digest, March 1999, on pages 26-29 and page 51, has an article by J. V. Jones with the title "Once Upon a Character." The subheading points out "If you can master the magic of making sorcerers, giants and elves seem real to readers, no genre-fiction characters will be beyond you." Now there's a challenge!

Jones starts out by suggesting that you've done your background – research, a map, trying out swords, and you're ready to write… So your protagonist runs into a band of evil dwarves! And the start of that wonderful process of bringing together the companions is on. But… All too often, that mixed bag of companions is more like a bunch of carbon copies of every fantasy trope. So how do you make them complex, surprising, unforgettable characters?

Genre fiction often is full of stereotypes. But how can you do better?

1. Names!

Jones recommends getting a name that really fits. Not something unpronounceable. Something that throws light on the character. "A well-chosen name can evoke images and feelings in readers minds before the character even walks on stage."

Also, help the readers keep your characters straight. Large casts? Well, you can use their appearance to some extent, but let's face it, that's not that easy to remember. Memorable physical traits and appearances? Pick out one thing and make it memorable!

2. The Dwarf Is in the Details

Physical characteristics are useful, but you may need to go beyond that. Enticing, exotic details described in a way that makes them stick in our head. Clothing, weaponry, manners of speaking, dialect… One of the great things about fantasy is you can use all of these details.

3. Play against archetype!

Inside someone's head, using the POV, you get to show us just what makes that character work. But, don't overplay your hand. Make sure that the reader can identify with the character. Even archetypes are humans, too. Faults, foibles, failings. Consider breaking traditions. Oh, and Jones also gives us a sidebar suggesting that you may want to avoid these cliché figures:

– The firebreathing religious leader determined to squelch new ideas.
– The evil corporate chief who cares nothing for the environment slashes employees/inhabitants of the nearest star system.
– The scientist who can't see the danger his project poses.
– The brave but mysterious adventurer who turns out to be a long-lost noble.
– The misunderstood visitor who needs help to return home.
– The bloodthirsty military leader for whom the ends justify the means.
– The especially stupid authority figure who will not listen to reason and will botch every decision, thereby causing all the problems of the story.
– The thoughtless "good" King/leader who listens to stupid authority figures.
– The evil overlord who is pure evil.
– The has-a-good-heart-and-knows-what's-right-but-is-sadly-misunderstood younger sibling.
– Anyone astoundingly beautiful.

4. A good first impression.

With a good name, distinguishing characteristics, enough contradictions in personality to feel real, you come to the first appearance. When your character comes on stage for the first time, make sure that the reader gets a strong impression of the new character. "How can I present him/her in such a way as to make him/her interesting?" Book the readers, leave them wanting to read more about this character. Give them some good lines.

5. And of course, actions speak louder…

Name, faults, irrational fears and idiosyncrasies. Introduced in a memorable way. And action! Give the character something remarkable to do.

"That is the essence of a memorable character: human fears and human longings, and actions that rise above both."

There you go. So make those characters sing! Or swing their swords, or whatever.

Practice? Take something you are working on, and pick out a major character. Make sure you have a great name, distinguishing characteristics, a real personality, that first appearance that makes us want to know more about that person, and, of course, great actions. So make your characters work!

tink


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