I've drawn cartoons from the moment I learned how to put pencil to
paper, meaning I've been a writer practically since I could physically
write. (How good a writer I am remains up for debate.) Growing
up in an age before the Internet, before I'd even learned that fan
fiction was a thing, much less that it had networks, my only
point of reference for developing writing skills (beyond literacy
classes) was printed books, and everything I made was done in isolation
and largely for my own entertainment. I have always had a vivid
imagination, and while I would borrow inspiration from the books I'd
read as a child, I never actually thought to adapt the universes
themselves—and in the exceedingly rare instances that I did, I
kept the core canon at arm's length. In fact it wasn't until I
discovered webcomics that I seemed to find a taste for fan fiction as
it's commonly understood today, and even now I rarely tread outside
parody mashups (à la DYOS) or tributes to authors with whom I
have some sort of direct rapport.
I don't pretend to claim I have a 'purer' or somehow 'better' background
in fiction as a result (and a lot of my early works would make an
unflattering commentary unto such), but I do think I have a
different approach to writing, and character development in
particular, than what I see iterated and reiterated in most of the
(fan)fiction writing guides I've come across online, here and elsewhere.
This article is an attempt on my part to understand what, and
why, those differences are, and provide a general reflection on
my own writing process, which outside of dialogues with my
long-suffering colleague DaemonDD I rarely do. This is not written as a
guide itself, but if any of this can be of use to aspiring writers I
certainly shan't complain.
What I've managed to glean from my journeys through the Internet is that
fan fiction is often used as a tool by young (read: 18-and-under)
aspiring writers to develop their narrative skills by practicing with
pre-existing material—which requires, to varying degrees, adaptations of
the canon cast. The term 'original character' (OC) is virtually
synonymous with fanfic writing, for reasons that should be self-evident:
published authors never use the term, because for them, every
character is original; fanfic writers, by contrast, sometimes go out of
their way to tout their characters, either because they consider these
the hallmark of their adaptation, or the fanbase is so toxic and myopic
that they feel they need to outline the divergences upfront,
lest some inattentive bozo be caught by surprise midway through the
story and grab the complimentary comment flamethrower.
Writers like OCs because they offer a way to personalize the story in
what they (and no doubt their readers) hope is enduring. Everyone
knows the canon cast (or at least one hopes they do), so new
characters inherently offer a degree of surprise and a means of
shuffling up the status quo. Whether they actually do this, or
whether they degenerate into the dreaded Mary Sue cliché, is another
question, and will be discussed further on. Fledgling writers can be
especially protective of OCs because they represent not only
their first tentative steps into written fiction, but also aspects of
the writer's own personality—criticizing the character amounts to
criticizing the author (and this sentiment isn't exclusive to
fanfic).
But characters are only half the proverbial story, and OCs typically
make or break themselves based on how well they integrate into the
actual story. By far the most common complaint levelled against
an OC is that it unrealistically (or at least unconvincingly) shoehorns
itself into the setting for no clear reason—and in the case of the
archetypal Mary Sue, re-wires everything to make the OC
the star of the show, canon and continuity be damned. Once
again, this is hardly a fanfic exclusive: recall (pre-beard) Wesley
Crusher from Star Trek, Scrappy-Doo, Poof & Sparky from
The Fairly OddParents...
For those unfamiliar, 'Mary Sue' refers to a character that's basically
engineered (or just so sloppily-developed) such that it has free rein
to do literally whatever it wants in a story with no negative
consequence. The name stems from a character in a 1970s Star
Trek fanfic parodying trends in author-avatar OCs, that has since
been adopted by the fanfic community at large. A Mary Sue is literally
too good to be true, to the point that contrary to the author's
intentions, the audience hates it. Such a character can be recognized
virtually by instinct, yet even knowing all the warning signs, veteran
writers can still fall victim to its tropes.
Enter the OC creation guide.
I won't name any specific tutorials because I don't need to: the basic
guidelines are so ubiquitous that running a search for 'OC creation
guide' will yield no shortage of examples. Excepting tutorials that
focus on the particulars of individual fandoms rather than a general
primer, just about everything that labels itself 'OC development',
'fanfic development' or the such, begins with a single premise, stated
or otherwise: How NOT to write a Mary Sue. These open with an overview
of what makes a character bad, then list categorically all the
necessary elements to 'a character', from physical appearance to family
and background to personality and talents. If this fill-in-the-blanks
approach to character design sounds like something out of a role-playing
game, it's probably not coincidental: there is a large degree of overlap
between writing fanfiction and engaging in roleplay sessions (closed
games or open forums alike), and many OCs are intended to be (re)used in
multiple settings—a character with an illustrated biography, multiple
full-body profiles and precise details like height and weight is almost
a guaranteed candidate for such.
For novice writers and people with roleplaying backgrounds, these guides
do offer a useful primer; for veteran writers, especially those that
write beyond episodic sitcoms and soap operas, they can actually become
an impediment. The Mary Sue is despised because it is 'unbalanced': it
only has positive characteristics, nothing negative. Thus, the
popular solution of counterbalance: for every good quirk, also
have a bad one; bring the idol back down to the mortal realm.
Once again, this shares a lot in common with roleplaying games where the
Mary Sue is replaced by 'powergaming'—maximizing statistical advantage
in contempt of story or character development. The problem with this
check-box approach is that it reduces characters to mere objects—see all
the 'OC tests' that use quantified scores—tacitly implying developing a
'good' character is merely a matter of balancing the equation to a
zero-sum game.
And this brings me to where I depart from conventional character
creation guides.
I should state upfront: the only time I have ever used a guide is when
the roleplaying game demands it. For me, crafting a character is
instinctual, and has been since I first started playing make-believe. In
fact my innate eccentricity may be part of the reason I find it so easy:
not only was my roster of toys (stuffed or otherwise) imbued with a
range of unique personalities, it was accompanied by comical voices to
boot. I also had (and indeed still have) a vivid mind's eye, even if I
struggle to transcribe that vision onto paper; thus when I started
writing, I already had a firm grounding in diverse (if at the time
simplistic) characterization.
One thing I never did (unless mandated by school assignments)
was use an in-story avatar. I did have a fictionalized self that
intersected with an emerging pretend-universe, but even this was treated
largely as an external character, and typically manifested as a neutral
spectator or faceless Mission Control rather than a core protagonist—it
wasn't until DRAW Your Own Story that I engaged with the idea
of a direct self-insert, and even then I'm stretching the
adjective. What I also didn't do was write for my age; all
throughout school (and into university), teachers and students alike
remarked I acted, or at least tried to act, older than I was, and this
carried directly into my writing: I wasn't even ten and my
stories revolved around action-adventure and military thrillers with an
all-adult cast, and as I've stated several times, much of what my
friends see today is merely the superstructure to foundations laid
decades previous. Maybe I was acting precocious, maybe I was simply
being introverted, maybe I felt my own self boring in comparison, but
the end result was I simply didn't like to write myself.
A side consequence to all this is that rather than build up one central
protagonist with a supporting minor cast, I made groups of
protagonists that, if not fulfilling complementary roles, still have
contrasting personalities—indeed, looking over the full course of
everything and everyone I've written, they can almost always be
grouped into associative triads: Thorvald, Bjørn & Harald; Rudolph,
Peter & Mikhail; Toyoda, Tojikawa & Narakane; Koldanev,
Czciborycz & Gedeonin all under the aegis of Brusilov; and dozens
more characters none of you have ever seen. Even where there is
a clear hierarchy to the group, it's all bound together by a subtle
interdependency.
But enough of metaphysical influences; how do I go
about developing a character? Despite a popular boast these days that I
can churn out fully-rounded OCs virtually on demand, the process is
actually mostly incidental to the story. For someone (in)famous for
convoluted spiderweb plot lines and fractal relationships, the
characters themselves emerge with almost no planning at all: when
Feldmarschall Schäffer was first introduced at the start of DYOS 10.5,
literally all I knew about him was what everyone else saw in the page;
his ties to Krieger only emerged later as I drew inspiration from
CivGeneral' story. Similarly, Krieger himself originated as a one-off
visual gag, and Toyoda began as a sidekick to a pair of
characters that, ironically, have not (yet) followed him into DYOS from
their source work.
This presents a counterpoint to the OC-tutorial paradigm that everything
has to be established upfront before letting the character loose.
Indeed, I know almost nothing about my own characters when they
first launch, save for their physical appearance and mannerisms—and in
purely textual works, sometimes not even the first. For me, creating a
character is akin to planting a seed (or indeed, raising an
actual child): it may start out very simple (and if drawn,
literally cartoonish), but over time it grows and develops into
an individual based on the pressures of its surrounding environment
(read: the story).
So, what's in that seed? As much as I hate reductionism in any context,
if I had to narrow down my methodology to a crux, it would be
personality. Tautological though it sounds, a character is
interesting through the depth of one's character; that
is, how much one resembles someone you might meet in real life, and how
much one distinguishes oneself from everyone else. Set aside
facial features, equipment, and arcane abilities, and what makes someone
an individual is largely in the mind. What is a character
thinking? How does one's speech sound? What sort of vocabulary
is used? Is one an extrovert, introvert, or an introvert pretending
to be an extrovert, and why? Figuring out a character's
psyche is probably the hardest part of the design process, but once you
know how someone thinks, everything else is made considerably easier.
For me, personality is the anchor point to defining a character: it
offers a built-in guide to forecasting what course of action one is
likely to pursue in any given scenario, what sort of people one will or
won't get along with, and what sort of hobbies one cultivates on the
side—all without having to explicitly list them on a bio page. I don't
need to have a pre-written backstory or primers for future plots,
because I can infer and extrapolate relevant details from this core
template as the need arises. I've remarked before that several of my
core characters were first laid down all the way back in early grade
school (and the oldest possibly predating it); these days they are
unquestionably more sophisticated, and their histories and experiences
have greatly expanded from all the antics to which I've subjected them,
but their core personalities are essentially identical to their very
first drafts.
My second point of divergence concerns the relationship between
character and story. Here I wish to introduce two (blanket and by no
means mutually exclusive) categories, character-driven stories
and story-driven characters, to illustrate several concepts
I'll examine. Character-driven stories, as the name implies, are
narratives sparked, built, and maintained through the cast's
personality as much as its action: think Shakespearean tragedy,
psychological self-reflection, and long-running TV serials. Story-driven
characters, by contrast, are basically tools to communicate a large,
over-arching, and typically metaphysical theme in a work: think of how
the cast to Nineteen Eighty-Four, The Great Gatsby,
and In the Skin of a Lion exist almost purely as metaphorical
exhibitions. Again, these categories are in no way exclusive, and indeed
it's often hard to tell whether a work leans definitively one way or the
other: Gary Trudeau has stated that the Doonesbury characters
embody specific social archetypes in service of the plot, yet they are
far more personable than, say, everyone in The Da Vinci
Code.
The 'roleplay-style' character creation guides mentioned earlier assume
the author is working to a character-driven story, if they even presume
a story at all; they may include brief reminders to make sure an OC
'fits with the setting', but otherwise they seem to treat character
design as separate from the work itself. There is nothing inherently
wrong in this approach, but it can create incongruities when crafting a
story of the second type. To illustrate, one guide I've read says not to
name a character based on physical appearance or mental outlook, because
you can't predict these things at birth. Not an unreasonable
view—besides, aren't we all sick of temperamental redheads named
Fiona?—but depending on the depth of your story, you may want
to invoke metaphorical imagery for thematic effect: consider in Lord
of the Flies how Piggy, the fat, myopic asthmatic, is the voice of
reasoned caution, and is persecuted because of it; or in King
Solomon's Mines the proper Englishman Captain Good, whose
unwavering commitment to European customs makes him almost comical in
the African wilderness, yet whose moral code subtly challenges the
racial prejudice rampant at the time. Likewise, an aspiring author may
become so hung up with these guides' emphasis on the little details that
they miss the woods for the trees; to cite one of my favourite novels,
Darkness at Noon, very few of the characters are described in
detail at all, and when they are the focus is on their ideological
beliefs. But for the purpose of the story—interrogating the rift between
the Old Bolsheviks and the emergent Stalinist order—that's all the
reader needs. If one applied the character-driven paradigm to
each and every figure, the fluff it would take to properly flesh them
out would smother the book's main plotline.
Make no mistake: I'm not saying one method is superior to the other. As
I've outlined, my own process leans toward character-driven stories, and
when actors are totally enslaved to the plot you end up with the
Star Wars Prequel Trilogy. The takeaway point is that
characters and story commute on a two-way street. Outside of obvious
pandering/powergaming, I see bad OCs as symptomatic of weak writing in
general. All the same criticisms against character shortcomings will
typically mirror themselves in the story structure: a character with
skills and/or history overly-convenient to the plot will end up in
situations of contrived coincidence; a gratuitously pathetic
background will receive equally melodramatic attention; characters
acting against their established personalities forewarn the story is
either a trollfic or the author doesn't know/doesn't care about the
canon. Good characters are good because they contribute
something to the story, and OCs are best when they contribute something
beyond what is already offered by the canon cast,
without stepping on its toes to do so. The reason OCs (and
especially self-inserts) take so much flak is because authors that don't
understand this (or are simply writing for personal wish-fulfilment)
will employ them as substitutes for an existing main character, rather
than expand the story to give them a unique purpose. If you've
ever found yourself crying "What's the point of this?", odds are it's
because there isn't one.
To conclude, I'd like to offer one last self-spotlight that draws this
all together. I have one character, used in several projects, that is
effectively God in everything but title—not in the sense of "in a world
of gods and demons", I mean literally omnipotent such that the universe
could implode and it could watch from the sidelines. Sounds like a Mary
Sue, right? But here's the thing: I've run it through many of these
online tests, and every one gives a different answer. The only
definitively critical responses were from the RPG-style stats balancers,
while some even suggested the character is underplayed. How is
this possible?
Partly it depends on the metrics of the particular quiz, but again, this
all rolls back into how story and character relate to each other. The
Mary Sue's fatal flaw is it abolishes all narrative tension: why would
anyone bother reading a story when the story itself makes clear
our immaculate hero is in no real danger, won't waste time building a
relationship, will never make a grievous mis-step? Eon Films' James Bond
can be argued to exhibit many of the staple problem tropes: he beds all
the women, bests all his foes, and escapes from perilous situations with
convenient trick gadgetry—yet even though we know he'll survive
the climax since we know how many sequels there are, the films still
engross us because the danger is communicated believably enough that we
still feel uncertain in its outcome. You can fool all of the
people some of the time, and that hinges on knowing when, and how, to
momentarily suspend their disbelief. On paper my God-character
is undeniably overpowered, but in practice almost none of its
special abilities are ever showcased, and those that are help form the
thousand-piece jigsaw that is my typical narrative master plan.
Personality-wise there's very little to overtly suggest it's anything
more than an eccentric savant; indeed, as with so many of my characters
it was born of humble origins, and accidentally evolved into an
all-powerful deity when I realized it was the perfect vessel to
interrogate the great moral and existential quandaries. It's not there
to show off; it does a job in the story. Whether a character is
overpowered or underpowered depends on what's being factored and under
what context; it's no coincidence that my example's worst rankings fell
under tests that aggregated its qualities at face value, while the best
rankings examined it in relation to the story as a whole.
If I can condense this all into a pithy quoteworthy, it is: Don't write
a character like you'd solve a math problem. The whole is more than the
sum of its parts, and this is especially true in biology. OC creation
guides would have you believe it's impossible to write a 'flawless'
character that audiences will still find engaging, and yet my example
above is one of the most beloved even amongst my most incisive critics.
There is no perfect formula to ensuring a character 'measures
up' because each character, and each story, is different, and
holds itself to different standards. Regardless of whether the
characters drive the story or vice versa, it's the cohesion between the
two that ultimately determines whether the project sinks or soars. I
have submitted psyche as the cornerstone to my character creation
process; climbing one rung higher, I submit that my writing overall
balances on purpose: purpose of story, purpose of individual
plots, purposes of characters in regard to said plots, each other, and
their own life outlook. Character design guides will help you through
the basics—who, what, where, when, and how. The author's eternal
challenge is to figure out why.
On original characters by @Thorvald (El Thorvaldo)
Inspired by E350tb's series How to Fanfiction, and derived from countless online character creation guides, I present a rambling stream-of-consciousness self-interrogation on the character development process.
This was specifically prompted after a casual browse led me to a fairly-well-written OC creation guide in which I realized the niggling feeling I kept getting reading these things was that they don't explain how to make a character from scratch as much as they tell you how not to write a Mary Sue. While anyone that's spent any time at all in the fanficverse will know this is a vital subject for far too many authors, basing a whole guide on a negative foot strikes me as somewhat self-defeating, so I pondered on my own track record to understand why I've never used these guides myself.
Join me as I struggle to untangle my own subconscious machinations, and suggest why the vast majority of Mary Sue tests are ultimately fallacious to veteran writers. After working at this for over a week, I hope it makes at least some sense.
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