Giving Characters Direction

Sometimes, a main character seems to come into being, fully fleshed out, and a story just coalesces around them. More often it’s a lot of work to figure out what exactly a character is all about, and what they’re doing in the story. And occasionally, that character fights you every step of the way, and you find yourself uncertain where the story should go.

Today, I want to talk about finding a character’s direction: where do they want to go, and how are they going to get there?

What Do They Want?

The first thing you need to know about your character is what they want. A character with a goal has something to fight for, something to work toward. The story comes out of their adventures along the way to that goal. If a character excites you, there must be something interesting about them, and this interesting thing can often lead to their goal. A character trapped in poverty may want to start a business and become successful. A character whose fondest childhood memories are stargazing with their father may want to become an astronaut. Any strong emotional or physical need can embody the goal that drives the story.

The goal doesn’t have to be straightforward. It could be subtle. In the real world, most of us don’t always understand all of the things that motivate us. For as much as we cherish our reason and intellect, we are creatures of instinct and emotion. Often, feelings run deeper than any “reasonable” ideas about what we need.

Some characters might know what they want and actively seek it. Others may fight themselves at every turn, never entirely understanding what they are actually looking for, creating an internal conflict. Sometimes discovering the real goal can be a powerful revelation that the entire story hinges on.

Where Do They Live?

No character lives in a vacuum. They are a product of their environment, and the setting they live in will influence what their goals are, and what tools and allies are available to them. Sometimes when it feels like a character doesn’t have direction, it’s really a problem with the setting. It’s perfectly reasonable to have the setting be mysterious to the characters and to the reader, but it should not be mysterious to the author.

The character needs to be able to navigate the setting to achieve their goals, and if the author doesn’t know what roadblocks they can face or help they can find, it will feel very difficult to craft a story around them.

To create conflict on their journey, there must be hindrances that make this goal harder to achieve. To relieve some of the tension, the character needs help. Every time they fail to reach their goal, they need to pick themselves up, dust themselves off, and try again. This try-fail cycle keeps the story moving forward, and ideally, it keeps escalating the stakes.

Break the Steady State

Stories don’t happen because everything is staying the same. They happen because something changed, and that change has consequences that the main character can’t ignore. Throw a wrench in the gears. Screw up the character’s life so that there’s no going back.

The most common place to ruin a character’s life is a he beginning of the story (to get the action going) or near the end (to resolve the conflict). However, this technique is just as useful in the middle of a story that is starting to stall.

When the main character is succeeding left and right, a catastrophic failure can bring them back to earth and raise the stakes again. When a villain is running roughshod over the main character, they might let down their guard and suffer their own huge setback, getting the good guys back into the game.

A catastrophe can also serve as a reset button, forcing all the characters to reevaluate their goals and what’s really important to them.

Force Choices

A character needs goals, challenges to overcome, and help along the way. They also need options. Story comes from characters put into hard situations where they have to make choices. Those choices lead to new situations, new problems, and more choices to be made.

Choices are where characters reveal what’s important to them, and a great opportunity for unexpected revelations. When a character has to choose between something that ought to be important to them and something that really is important to them, they’re forced to reveal that secret (or keep it hidden and deal with the regret of not making the right choice).

When the character has clear goals, choices make the story interesting. If there’s only one path forward, then the character will just keep walking. But if there are many options, the character will have to decide among them. For the character and the reader, this amps up the tension as we wait to see if they made a good choice. Alternately, the author can reveal up-front whether it’s a good or bad choice, and the tension then comes from wondering what the consequences will be.

Direction

When a main character has direction, the rest of the story often accumulates around it. The goals of the character get them started, and roadblocks and challenges can divert them in unexpected directions and keep the story interesting. They have to make choices; find allies; try, fail, and try again.

If the character is stagnating, a catastrophe can force them to make new choices or reevaluate their goals, and is often a great twist in the middle of the story.

Finally, the most important thing is to remember what made you want to write that character in the first place. They have something awesome about them, and their direction should be tied tight to that. If it excites you, it’ll excite your audience.

Razor Mountain Development Journal — Chapter 23

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

A Pyrrhic Victory

Christopher is out of the jail cell. He has escaped the grasp of Sergeant Meadows, and found a much more sympathetic ear in Specialist Speares (assuming she is actually what she seems). Still, he’s not exactly free—he’s traded a cell for a mediocre apartment, and it’s still unlikely that he’ll ever be able to leave Razor Mountain.

His only chance to help himself is to learn how to navigate the bureaucracy of the mountain and plead his case. Unfortunately, he knows very little about how Razor Mountain works.

Christopher also feels different after his torturous ordeal. He is, perhaps, a little more in control of himself, a little more Zen, even if he can’t exert much control over the world around him. The change in his character is still subtle, but I’ll be trying to bring it out more as the story continues.

Answers

This chapter is a turning point in the structure of the story. So far, Christopher has been doing nothing but ask questions, and in this chapter he’s getting some answers. They aren’t particularly good answers for him, but at least he has a better idea what’s happening.

On the other hand, the reader knows about God-Speaker, and something is still amiss with the story of the mountain that Christopher is receiving. My goal in this chapter is to start revealing a little more about the mountain while still making the reader wonder what happened in the years between God-Speaker’s chapters and the modern day. Then the last few chapters of Act II will reveal the answers to that.

Mysteries and Choices

This was one of the longer chapters that I’ve written in Razor Mountain. There is a lot of information to get across, and a good amount of dialogue.

This book is very uneven when it comes to dialogue. It was clear early on that there would be very little dialogue in the first half of the book. Christopher is alone in all of those chapters, with nobody to talk to except himself. God-Speaker’s tribe talks, but they’re not exactly loquacious.

As we work through Act II and introduce new characters, there is more and more dialogue. I expect it to continue to increase toward the end of the book. I always wanted a structure where the mysteries and questions steadily pile up for the first half of the book, and then more and more of them get answered in the second half.

I also realized at some point that the whole book won’t be driven solely by mystery. Before the end, all the big questions will be answered. The answers to those questions will then force the main characters to make hard choices, and the ending will be about those choices and their consequences. It’s nice to solve the mystery, but characters need to struggle and grow and change for the ending to really hit home.

Next Time

Christopher learns more about Razor Mountain, and may actually get some good news.

Reblog: Why Plots Fail — Tiffany Yates Martin

Today’s reblog comes from Tiffany Yates Martin over at Jane Friedman’s blog. She discusses some reasons why plots can fail, because the important components aren’t working in harmony.

Many authors embark on a new manuscript with one of two common inspirations: a great idea for a plot, or a fascinating character and situation.

Both can be good springboards for story, yet without more development, each may result in stories that peter out, dead end, or get lost in rabbit holes (especially during the breakneck pace of NaNo).

Plots most commonly fail when:

  • they’re approached as an isolated element of story, a series of interesting events for authors to plug their characters into, or
  • when interesting characters are randomly loosed into an intriguing situation with no specific destination or purpose.

Read the rest on Jane Friedman’s blog…

In Defense of Endings

I have a co-worker who loves anime and manga. Once, several years ago, he was in the bookstore, perusing the manga, and a boy sidled up to him. The kid was practically vibrating, he was so excited to tell him about the best manga ever: Naruto. My co-worker was all-too-familiar with Naruto and explained that he was not interested. But the boy insisted. Repeatedly rebuffed, he refused to give up. He was certain that this series was great, if only the dumb adult would listen. He pointed to one of the spines, some ten or twenty books into the series.

“Here,” he said. “See where the covers change color? That’s where it gets good.”

My co-worker, exasperated, threw up his hands and said, “I’m not going to read twenty books just to get to the good part!

The War on Endings

In the traditional story breakdown, the ending is one of the three parts of the story. It comes after the beginning and the middle. Or does it?

Today more than ever, media is business as well as art. And it is competitive. All the big gatekeepers are in competition not just with each other, but with all the little indie artists out there, from self-published e-books to rappers on SoundCloud to short films on YouTube.

Big media companies love a sure thing, or as close to one as they can get. Conveniently, after decades of mergers and acquisitions they also have warehouses full of old IPs and characters from all their previous successes. They are happy to use and re-use it, playing on nostalgia or even just vague familiarity. And even with brand new IP, they love to milk their stories and characters until they’re dry, desiccated husks.

More Star Wars, more Marvel, more Game of Thrones and Stranger Things and Lord of the Rings!

These modern mega-media empires are incentivized to make everything as episodic and ongoing as possible. Endings are bad for business. They want to sell more tickets, more monthly subscriptions, more merch. They want a multi-generational fan base. In short, they want the story to go on forever.

But stories aren’t meant to go on forever. They’re meant to end.

Engines Need Fuel

What drives a good story forward? What gets us excited and makes us eager to find out what will happen next? Well, Lincoln Michael would say that there are many different engines that can power a story.

Often the engine is about characters and their goals. They’re seeking something. Sometimes it’s mystery and discovery: something we want to find out. Machael suggests other options, like form, language and theme. However, all of these engines have some similarities. As we dig into them and begin to understand them, they get used up. The patience of the audience is a finite resource. Familiarity breeds contempt.

A character with a goal drives the story forward. They run into obstacles, they have successes and setbacks, and we root for them. But eventually, they have to make progress, whether that be success or failure. Eventually, they need to achieve their goal or have it slip out of their reach, or we get bored. Likewise, a mystery can only remain mysterious for so long. The clues have to lead somewhere. The red herrings have to be revealed eventually, or we’re left in a stew of uncertainty and frustration. The detective has to find the killer.

There are ways, of course, of stretching out that resolution. Perhaps the character fulfils their goal, only to discover a newer, bigger goal. Perhaps the original villain turns out to be just another henchman of the real villain.

These kind of tricks can only take you so far. The engine of the story eventually runs out of gas. You might be able to refill it once or twice by escalating into some exciting new territory, but if you go too long without a satisfying resolution, it all starts to fall apart.

What About Episodes?

Episodic stories might seem like the escape hatch. After all, the police procedural catches the killer at the end of the episode, and next time there will be a new case, right? But it doesn’t really solve the problem at all.

Episodic stories have two options: they can carry baggage from episode to episode, or they can wipe the slate clean every time. If they carry things forward, building larger arcs beyond episodes, then they wind up with the same problems of escalation as any other story. They need arcs, and they have to build toward endings. But if they wipe the slate clean, they run into an even bigger problem.

Episodic stories with no larger arc are cartoons. Often literally, but sometimes only figuratively. The world and the characters become static cardboard cut-outs. They can be played for laughs or drama for a while, but there are only so many times we can laugh at the same jokes or wonder “how will they get out of this one?” These are the zombie remains of real stories, still going through the motions, but utterly devoid of life.

Are Endings Really Necessary?

No. For all my complaining, I’ve watched some of those shows. I’m actively reading several stories with no ending in sight. That’s fine. We can still get joy out of those things. Hell, Hollywood is banking on it.

It’s really just a missed opportunity. A good ending elevates the beginning and middle. A bad ending can ruin a good beginning and middle (which is why we collectively get so incredibly mad when the ending is bad). A story with no ending at all? We’ll never know if it could be great. It’ll just fade away slowly.

All of my favorite stories have endings. So really, this is just a plea for you to cater to my tastes.

Give your stories endings. Give them the opportunity for greatness.

Reblog: What Makes a Story Feel Like a Story? — Susan DeFreitas

Today’s reblog comes curtesy of Susan DeFreitas, guest posting on Jane Friedman’s blog. She asks us, what makes a story feel like a story? It’s not just the causality of events — one thing leading to another leading to another, although that’s important for a coherent narrative.

Instead, she argues that it’s the protagonist’s internal problem that makes a good story feel like more than a series of related events.

Sure, external trouble will get your reader’s attention: The protagonist wakes up to find that a tree has fallen on her car. Now she has no way to get to work, and if she’s late, she’ll get fired, because her boss is a jerk. And because her boss is a jerk, she hasn’t had a raise in the last five years, and she can barely afford to pay her rent.

There’s plenty of external trouble in that scenario—enough, given the right execution, to keep the reader turning the pages to see what happens next. But if there’s no hint of some internal trouble the protagonist is facing, within the first twenty-five pages or so, chances are, our attention as readers will flag.

Internal trouble might be something more like this: The protagonist wakes up to find that a tree has fallen on her car. Now she has no way to get to work, and if she’s late one more time, she’ll get fired. She hates her job, though it’s the professional one her working-class mother was so proud of her for getting, so she feels like she can’t leave it.

She goes on to describe a few ways we can highlight that internal trouble, to give our stories the feeling that they have meaning, and are going somewhere.

Check out the rest of the post at Jane Friedman’s blog…

The Try/Fail Cycle

Many authors feel that the most challenging part of writing a novel is the middle. It makes sense. It’s easy to bring lots of enthusiasm to the beginning — all the ideas are exciting and new. The end is usually exciting because you’ve fought your way through and you’re finishing the damn thing. But the middle…well, that’s the place where that early, irrational exuberance is fading and you start to discover all of the challenges that the book will require you to overcome.

The middle is often the least-well-defined part of the book. In terms of typical 3-act structure, it’s also the longest. It can be a dangerous mire where the story slows to a crawl, and neither you nor your characters are quite sure what they’re doing.

Luckily, there are some great tools for navigating the squishy center of a novel. I happened to learn about these ideas from the Writing Excuses podcast. One of these principles is the M.I.C.E. quotient, which we talked about previously. The principle I want to talk about today is the try/fail cycle.

Characters Need Goals

Conflict or tension in a story typically comes from characters with goals, and obstacles that prevent them from achieving those goals. It’s a wonderfully simple idea that can be executed in myriad ways.

These don’t have to be explicit goals. The character might know exactly what they’re looking for (e.g. a fantasy quest for the magic sword) or they may have vague needs or wants (the abused orphan who just wants a feeling of belonging and family). However, it’s extremely hard for a character to stay interesting unless they have some goal, some desire, that they’re striving to fulfill.

Try, Try Again

From this first idea (characters with goals are interesting) we can derive more simple yet powerful principles.

  • If a character has a goal, they will try to achieve that goal.
  • When the character unequivocally succeeds (or outright fails) at all of their goals, they stop being interesting.
  • If the character tries and partly succeeds, or partly fails, they will try again.

These are the basic principles of the try/fail cycle. In general, if the character gets what they want, or it becomes impossible for them to get what they want, their story is over. Characters can have multiple goals, and resolving goals or introducing new ones can make for interesting inflection points. In most cases though, the character shouldn’t outright succeed or fail in their biggest goal until the climax of the story.

Luckily, for most interesting character goals there are many possible outcomes. Success and failure are two ends of a large spectrum. Many good plots are full of characters trying to achieve their goals over and over again, each time facing setbacks or only partly succeeding.

The idea of partial success or partial failure are often described as “yes, but…” or “no, and…”. Partial success (“yes, but…”) means that the character gets something they want, or moves closer to success in a goal without outright achieving it. Perhaps the fantasy hero finds an old map that will lead them to the sword, or the orphan makes a friend who seems to have some ulterior motives. Partial failure (“no, but…”) is a setback that can still be overcome or that introduces a new opportunity. Maybe the hero finds the secret tomb, but the evil henchmen already took the magic sword, or the orphan’s friend betrays them, but only to save their kidnapped family.

Consequences and Complications

One of the important things about the try/fail cycle is that each outcome (each “yes, but…” or “no, and…”) should change the status quo. While the character is trying, they are on a path. After their partial success or partial failure, they have to change course before trying again.

These outcomes can be split into two different categories: consequences and complications. A consequence means that the situation has changed, but the character’s goal remains the same. The hero still wants the magic sword, but they need to get it from the henchmen instead of from the secret tomb. A complication introduces a new goal or desire for the character. The orphan still wants a friend, but now they need to help save the kidnapped family as well.

It’s important to be careful when adding complications. In terms of M.I.C.E. threads, adding a complication introduces a new nested plot thread. That thread now needs to be pushed forward and resolved appropriately, while still managing the character’s original goal. Complications literally complicate the story — they add more complexity! A story where every try/fail cycle ends with a complication can quickly spiral out of control, as the many different goals and conflicts collapse under their own weight.

Tightening that Middle

If we break down a story by the M.I.C.E. quotient idea of nested threads, then any long-running thread can naturally be composed of multiple try/fail cycles. Each cycle will have consequences (changing the status quo and advancing the plot in some way) or complications (introducing new goals).

The natural shape of many stories is to introduce one or more major goals (and main M.I.C.E. threads) at the beginning, ramp up the complexity and introduce new goals (via complications) in the middle, and then resolve those complications one by one approaching the end, saving the resolution of the most important goals for the climax.

For a story that’s dragging in the middle, this is a great framework. Do the characters have goals that they’re trying to achieve? Are their try/fail cycles changing the status quo? Are there too many or too few complications to make the story interesting?

This kind of writing craft naturally appeals to me as a planner, but even if you’re more of an exploratory writer, it can be nice to have these sorts of frameworks to use when inspiration is in short supply. That novel’s difficult middle isn’t so intimidating when you’ve got the tools to work through it.

Changing Characters: Evolution and Transformation

There’s a popular truism in fiction writing: rounded characters, and especially protagonists, need to change over the course of the story. Now, you might argue that characters don’t always need to change, or that you want to focus on other engines to drive your story. But let’s say you do want your character to change. You want that change to be believable, and you want that change to meaningfully affect or even drive your plot.

In that case, let’s talk about two strategies for making that character change happen: evolution and transformation.

Building Character Background

Characters usually don’t spring into existence at the start of the story. They have history, and that history should affect their current personality, their fears, and their goals. Characters need reasons to be who they are. This gives them depth and makes them believable.

If your character is going to change along the course of your story, they need to have a starting point — a steady state that gets disrupted by the events of the story, leading to change. For the change to make sense, the character has to start in one place, with certain ideas or point of view, and end up seeing things differently by the end.

By this logic, a character change can be broken down into four parts:

  1. The background that shaped the character before the story.
  2. The state of the character at the beginning of the story.
  3. The event(s) that change the character.
  4. The state of the character at the end of the story.

These parts don’t all need to be given equal attention. There may only be hints of the backstory. They also don’t have to be revealed in order. Many great villains initially appear to be unreasonably evil, until their background is revealed later in the story, humanizing them.

In my opinion, one of the easiest ways of figuring out character transformation is to start with #2 and #4. If you know where your character starts, and where they’re going, it’s just a matter of coming up with the reasons why they are the way they are, and the troubles you’re going to put them through to force them to change. However, you can really start with any of these and build out the others. It all depends on what aspect of the character comes to your first, or excites you the most.

Now, let’s look at the actual methods of changing the character during the story.

Sudden Transformation

The sudden transformation is the epiphany, the “ah-ha” moment, the shocking twist, or maybe even the sudden-but-inevitable betrayal.

The sudden transformation is a form of character change that happens all at once…or at least appears to. There is a particular event or short period of time where the reader sees the exact nature of the change. This is usually going to be an important point in the plot. If the character is a protagonist, it almost has to be.

This might be an event where the character’s strength becomes a weakness, or vice-versa. They may undergo something terrible and develop a debilitating fear, or they may be forced into a situation where the only way forward is to overcome their fear. The event might make the character’s goal obsolete, and introduce a new goal. Perhaps they wanted to save someone from the villain, but they failed, and the villain killed that person. Now they have a new goal: revenge.

Superheroes are great examples. Many super-heroes have a sudden transformation where they gain their super-powers and also undergo some event that gives them a reason to use those super-powers.

Peter Parker is bitten by a radioactive spider, and he can suddenly run up walls, shoot webs, and smack a bad guy with every limb simultaneously. His first instinct is to use his powers selfishly, but his uncle Ben is almost immediately killed by a criminal, making Peter realize that he has to use his powers to help others.

Let’s look at a more villainous example: the Darth Vader of the original Star Wars trilogy. Vader spends all three movies working to crush the rebellion and bring Luke to the dark side. Only at the very end, when Luke has pleaded with him and Vader sees his son about to die, does he kill the Emperor, sacrificing himself to save his son.

You may notice that most of these sudden transformations aren’t completely sudden. It often helps to throw in a few moments or bits of dialogue that lay groundwork for the change, essentially preparing the character for that vital moment. Peter Parker has conversations about responsibility with Ben before he dies. Luke repeatedly tries to convince Vader to leave the dark side before the final battle.

Slow Evolution

In contrast to the sudden transformation, where character change happens all at once, the slow evolution requires a longer series of events and revelations that add up to something larger than the sum of their parts.

The character may go through events, conversations and internal realizations that eventually lead to a change in perspective. The character may or may not realize that they’ve changed, but it should be evident from their words or actions that they’re behaving differently than they did before.

On the other hand, this series of small changes could culminate in a moment of realization when the change becomes clear, or impossible to ignore. This is often a decision point for the character. Whereas a sudden transformation comes as a shock that makes sense in retrospect, the slow evolution makes it clear that this moment is what it’s all been leading to.

To contrast with Vader’s sudden transformation, look at another character from the original Star Wars trilogy: Han Solo. Han starts out as a loner, worried about his own problems. He is willing to use people for his own ends, and he tries to avoid getting too close to others. However, Luke draws him into a rescue operation with the allure of a reward, and from there, he ends up entangled with Princess Leia and the Rebellion.

Han’s past catches up with him when he’s caught and imprisoned in Jabba’s palace, but it’s his friends who rescue him: proving once again that being a lone wolf is not a good strategy for him. By the third movie, we find that Han is not only a willing member of the rebels, but is marked as a leader and even volunteers to lead a dangerous mission that is vital to the success and survival of the rebels.

Alignment With the Plot

Characters don’t exist within a vacuum. They interact with other characters. They drive the events of the plot, and the events of the plot affect them in turn.

One of the most effective ways to make character change feel momentous to the reader is to make sure it aligns with the plot. In a traditional three act structure, this means that the most powerful places for character change to occur is at the boundaries of the acts.

Events at the beginning of the first act may influence or illuminate the personality of the character for much of the rest of the story. The end of the first act and the start of the second is typically a major disaster or setback that might cause a character to reevaluate (or double-down!) on their point of view. Likewise, the end of the second act and start of the third usually leads into the point of the story when things look bleakest for the protagonist, and when they are most likely to see a need for change, or have change foisted upon them. Finally, the end of act three is when the plot points resolve. This might be the culmination of a character’s change, when they have the opportunity to make a decision that really highlights the difference from the beginning of the story.

Change is Powerful

It’s always worth evaluating who your characters are, and how they change over the course of a story. Where do they start, and why? What do the events of the story do to them? Do they undergo a slow evolution, with many little points of change along the way, or a carefully foreshadowed sudden transformation? Look for opportunities to align the change with story beats, and use it to drive the action.

Characters have a history that affects where they start. They have experiences that affect who they are, and can subtly or fundamentally change them. Those experiences and that change are one of the reasons we read fiction, and some of the most emotionally impactful parts of a story when done well. Carefully crafted character change is one of the best ways to make characters spring to life, jump off the page, and endear themselves to readers.