Character Development Tricks!

As trite as it might seem, ask yourself “What would a story be without characters?” The answer can help you get a grip on exactly what characters really do in a story, and therefore how to build them effectively.

Although it is possible to write without the use of characters, it is not easy. Characters represent our drives, our essential human qualities. So a story without characters would be a story that did not describe or explore anything that might be considered a motivation. For most writers, such a story would not provide the opportunity to completely fulfill their own motivations for writing.

For example, we might consider the following poem:

Rain, rain, go away.

Come again another day.

Are there characters in this short verse? Is the rain a character?

To some readers the poem might be a simple invocation for the rain to leave. To other readers, the rain may seem to be stubborn, thoughtless, or inconsiderate. Of course we would need to read more to know for certain.

Suppose we wrote the sentence, “The rain danced on the sidewalk in celebration of being reunited with the earth.”

Now we are definitely assigning human qualities to the rain. Without doubt, the rain has become a character. Characters do not have to be people; they can also be places or things. In fact, anything that can be imbued with motivation can be a character.

So, a fantasy story might incorporate a talking book. An action story might employ a killer wolverine. And a horror story might conjure up the vengeful smoke from a log that was cut from a sentient tree and burned in a fireplace.

When we come to a story we either already have some ideas for a character or characters we would like to use, or we will likely soon find the need for some. But how can we come up with these characters, or how can we develop the rough characters we already have?

Coming up with characters is as simple as looking to our subject matter and asking ourselves who might be expected to be involved. But that only creates the expected characters – predictable and uninteresting. Making these characters intriguing, unusual, and memorable is a different task altogether. But first things first, let us look to our subject matter and see what characters suggest themselves. (If you like, try this with you own story as we go.)

Example:

Suppose all we know about our story is that we want to write an adventure about some jungle ruins and a curse. What characters immediately suggest themselves?

Jungle Guide, Head Porter, Archaeologist, Bush Pilot, Treasure Hunter

What other characters might seem consistent with the subject?

Missionary, Native Shaman, Local Military Governor, Rebel Leader, Mercenary

How about other characters that would not seem overly out of place?

Night Club Singer, Tourist, Plantation Owner

And perhaps some less likely characters?

Performers in a Traveling Circus (Trapeze Artist, Juggler, Acrobat, Clown)

We could, of course, go on and on. The point is, we can come up with a whole population of characters just by picking the vocations of those we might expect or at least accept as not inconsistent with the subject matter. Now these characters might seem quite ordinary at first glance, but that is only because we know nothing about them. I promised you a trick to use that would make ordinary characters intriguing, and now is the time to try it.

Of course, we probably don’t need that many characters in our story, so for this example let’s pick only one character from each of the four groups above: Bush Pilot, Mercenary, Night Club Singer, Clown.

First we’ll assign a gender to each. Let’s have two male and two female characters. Well pick the Bush Pilot and the Mercenary as male and the Night Club Singer and the Clown as female.

Now, picture these characters in your mind: a male Bush Pilot, a male Mercenary, a female Night Club Singer, and a female Clown. Since we all have our own life experiences and expectations, you should be able to visualize each character in your mind in at least some initial ways.

The Bush Pilot might be scruffy, the Mercenary bare-armed and muscular. The Night Club Singer well worn but done up glamorously, and the Clown a mousy thing.

Now that we have these typical images of these typical characters in our minds, let’s shake things up a bit to make them less ordinary. We’ll make the Bush Pilot and the Mercenary female and the Night Club Singer and Clown male.

What does this do to our mental images? How does it change how we feel about these characters? The Bush Pilot could still be scruffy, but a scruffy woman looks a lot different than a scruffy man. Or is she scruffy? Perhaps she is quite prim in contrast to the land in which she practices her profession. Since female bush pilots are more rare, we might begin to ask ourselves how she came to have this job. And, of course, this would start to develop her back-story.

How about the female Mercenary? Still muscular, or more the brainy type? What’s her back story? The Night Club Singer might be something of a lounge lizard type in a polyester leisure suit. And the male Clown could be sad like Emit Kelly, sleazy like Crusty the Clown, or evil like Pennywise the Clown in Stephen King’s “It.”

The key to this trick is that our own preconceptions add far more material to our mental images than the actual information we are given – so far only vocation and gender.

Due to this subconscious initiative, our characters are starting to get a little more intriguing, just by adding and mixing genders. What happens if we throw another variable into the mix, say, age? Let’s pick four ages arbitrarily: 35, 53, 82, and 7. Now let’s assign them to the characters.

We have a female Bush Pilot (35), a female Mercenary (53), a male Night Club Singer (82), and a male Clown (7). How does the addition of age change your mental images?

What if we mix it up again? Let’s make the Bush Pilot 7 years old, the Mercenary 82, the Night Club Singer 53, and the Clown 35. What do you picture now?

It would be hard for a writer not to find something interesting to say about a seven-year-old female Bush Pilot or an eighty-two year old female Mercenary.

What we’ve just discovered is that the best way to break out of your own mind and its cliché creations is to simply mix and match a few attributes. Suddenly your characters take on a life of their own and suggest all kinds of interesting back-stories, attitudes, and mannerisms.

Now consider that we have only been playing with three attributes. In fact, there are hundreds, perhaps thousands of attributes from which we might select. These might include educational level, race, disabilities, exceptional abilities, special skills, hobbies, religious affiliation, family ties, prejudices, unusual eating habits, sexual preference, and on and on. And each of these can be initially assigned in typical fashion, then mixed and matched. Using this simple technique, anyone can create truly intriguing and memorable characters.

Perhaps the most interesting thing in all of this is that we have become so wrapped up in these fascinating people that we have completely forgotten about structure! In fact, we don’t even know who is the Hero, Protagonist, or Main Character!

Many authors come to a story realizing they need some sort of central character and then try to decide what kind or person he or she should be from scratch. But it is far easier to first build a cast of characters that really excite you (as we did above) and then ask yourself which one you would like to be the central character.

So, imagine…. What would this story be like if we chose the seven-year-old female Bush Pilot as the Hero. How about the eighty-two year old female Mercenary? Can you picture the 53-year-old male Night Club Singer as Hero, or the thirty-five year old male Clown?

And how would things change depending upon who we pick as the Villain or Antagonist? In fact, by choosing one of these characters as the Hero and another as Villain it will begin to suggest what might happen in the plot, just as picking the subject matter suggested our initial characters. Writer’s block never has to happen. Not when you are armed with this technique to spur your passions.

The New Dramatica for Macintosh is Finally Here!

Ten years in development since the release of Dramatica Pro 4 comes the next generation of story structuring and story development software for Macintosh: Dramatica Story Expert!

Built around the same patented Story Engine, Dramatica Story Expert is bursting with new tools and features that will once again revolutionize the process of story creation for novelists, screenwriters and playwrights.

Visit the Dramatica Story Expert Product Page to learn all about the new and enhanced features!

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Full Version for $169.95

Windows version expected in Spring 2013

Beyond Dramatica – a new free eBook by Dramatica co-creator Melanie Anne Phillips

Introducing a new free eBook by Dramatica co-creator Melanie Anne Phillips that explores how insights from the Dramatica Theory of Story can be applied to real world psychology, both for the individual and for society.

Click here to download “Beyond Dramatica” for free in PDF

Click here to download “Beyond Dramatica” Kindle format for $0.99

From the Preface:

In 1994, the book Dramatica: A New Theory of Story was first unveiled to the writing community and almost instantly revolutionized the way authors understood and constructed stories.  Since then, its techniques have been employed by Pulitzer Prize winning authors, academy award winning writers and directors, and producers of some of the most innovative series on television.

Melanie Anne Phillips, co-creator of the Dramatica theory, has written hundreds of articles describing Dramatica’s concepts and their application to practical story development.  But Dramatica is more than just a writer’s tool to construct fictional stories; by its very nature it has implications in the realm of human psychology at large.  This book gathers together some of the most insightful articles by Melanie on the application of Dramatica to the real world.

Assembled and edited by Dramatica expert Sandy Stone, this collection has been organized to provide useful new perspectives on how human thought functions, both individually and societally.

So, put away your preconceptions and prepare to have your eyes opened to a whole new approach to some of the most intriguing questions of our time.

Featured articles include: Storyforms in the Real World and the Mobius Doughnut, Fractal Psychology in the Real World, Narrative Space in the Real World, Dramatica and the Brain, Dramatica Theory Application on World Problems, al-Awlaki, the “Uncanny Valley” and Writing Empathetic Characters, Watson and Dramatica: Building an Artificial Mind, and more!

 

Dramatica Class: Characters – Change or Steadfast?

The following is excerpted from an online class on story structure presented by co-creator of the Dramatica theory of story, Melanie Anne Phillips, signed on as Dramatica:

Dramatica : Dramatica has four very important questions it asks about the Main Character. These questions are used by the software to arrange the relationships between character, plot, theme, and genre. Its kind of like a “Rubik’s” cube of story, as it were. These answers twist it into your unique arrangement.

Question one: Main Character Resolve. At the end of your story, has your Main Character changed or remained steadfast? Change or Steadfast is the question. Now some stories have a leap of faith where the M.C. must consciously choose to stick with their guns, or realize THEY might be the cause of the problems and CHANGE.

Scrooge is a change character. So is Luke Skywalker. Dr. Richard Kimble, or Job in the Bible are STEADFAST characters. Hollywood often has it that a character must CHANGE to grow. But Dramatica sees that a character can grow in their resolve as well. That’s why James Bond doesn’t seem to change but still works as a character. But there is always someone in the story who WILL change. In fact, if the Main Character changes, the Obstacle character will remain steadfast, If the Obstacle character changes, the M.C. will remain steadfast.

Who is Dr. Richard Kimble’s Obstacle? Who changes in The Fugitive? Any thoughts?

RDCvr : The policeman.

Dan Steele : Yes.

Dramatica : Right, Gerrard, the Tommy Lee Jones character. He starts out the first time he meets Kimble saying, “I don’t care!” And Kimble even brings it up to him in the police car at the end. And he says to Kimble, “Don’t tell anybody”, meaning that now he cares, he has changed. But Kimble didn’t! He never gave up… NEVER! In Goldfinger, if James Bond is steadfast,who changes? Who is the Obstacle Character?

Dan Steele : So one char. or the other HAS TO change their belief system by the end.

Dramatica : Yes, Dan, that is the nature of the author’s bias in the argument.

RDCvr : Goldfinger.

Dan Steele : Does Goldfinger dying count as a change in bel sys?

Dramatica : No, Goldfinger is an objective character – the Antagonist, in fact. Actually, Its Pussy Galore, the one who flies the plane – Honor Blackman.

Dan Steele : Oh, okay – yes

Dramatica : She changes from helping Goldfinger to helping Bond. Its not big, but it is there! It HAD to be there! Of course it is downplayed in an action story, and also the Obstacle character change is often underplayed because the M.C. is more important to the audience. But even Bond is asked at the end why she did it, and he replies, “I must have appealed to her maternal instincts”. It was important to make sure the audience knows that Bond was the one that changed her.

Dan Steele :So the antagonist provides the force against the main goal, but the obstacle char provides forces for belief system change?

Dramatica : Yes, Dan, exactly! That is the essence of the first question of Dramatica. Which kind of story do you want? The one where the M.C. sticks with their guns, or the story in which they are convinced to change? By making that choice, you not only know a lot more about your story and where it will go, but you have also had some impact on theme, plot, and genre as well. This doesn’t mean the M.C. will end up in a story filled with success. For example, by changing, they might give up just before they were about to win! So, outcome is a completely different thing. The question is not what they SHOULD do, but what they actually DO!

Dan Steele : So Resolve: change means MC sticks to guns, but Resolve:steadfast means either : 1) MC is convinced to change, or 2) MC changes another?

Dramatica : Right, Dan, that’s how it works.

Creating Characters: “My Hero!”

We’ve all heard the phrase, “the hero’s journey.” Much has been written about the steps in this journey and the nature of the hero himself. What is usually assumed is that the “hero” is an elemental character who possesses certain essential attributes. In fact, there are four truly essential attributes of the stereotypical hero:

1. He is the Protagonist

2. He is the Main Character

3. He is the Central Character

4. He is a Good Guy

Traditional writing theory uses these terms more or less interchangeably. But we are using them as descriptors of completely different attributes that make up the stereotypical “Hero.”

It really isn’t important what we names we use. What is important is that there are four distinct qualities that are combined to create a hero. So, if you use any of these terms in a different way, that’s fine. For our purposes, we need to (at least temporarily) agree on a common vocabulary so we can efficiently discuss the attributes themselves.

So, throughout this article we shall assume that the following definitions hold true:

The Protagonist is the Prime Mover in the plot – the chief driver toward the story’s overall goal.

The Main Character is the most empathetic character – the one with whom the audience most closely identifies; the character the story seems to be about.

The Central Character is the most prominent character – the one who stands out most strongly among the players.

The Good Guy is the moral standard bearer – the character whose intent is to do the right thing.

Putting it all together then, a hero drives the story forward, represents the audience position in the story, it the most prominent character, and tries to do the right thing.

Typical heroes include Dr. Richard Kimble in The Fugitive, Harry Potter, Clarice Starling in Silence of the Lambs, and Erin Brockavich.

Many writers are taught that they need to have a hero. Problem is, heroes in stories should be just about as rare as they are in real life. They do occur; they just aren’t the only option.

Now for the fun part…

These four heroic attributes aren’t necessarily tied together. In fact, they can be swapped for other attributes, distributed among several characters and even put together in different ways!

For example, suppose we change one attribute and create a character with the following four qualities:

1. Protagonist

2. Main Character

3. Central Character

4. Bad Guy

Now we have the typical anti-hero (in the popular vernacular). Such a character would drive the plot forward, represent the audience position in the story, be the most prominent, but represent a negative moral outlook.

Let’s try one more combination:

1. Antagonist

2. Main Character

3. Central Character

4. Good Guy

In this case, we have a character who is trying to prevent the story’s goal, represents the audience position in the story, is the most prominent, and tries to do the right thing.

James Bond is such a character. He did not instigate an effort; he is responding to an effort begun by the villain! In almost every Bond story, the villain is actually the driver of the plot – the proactive one – the Protagonist by definition, while James Bond is perpetually reactive, trying to put an end to the evil scheme.

In a future tip we’ll take apart the stereotypical “Villain” and see what he is made of!

Dramatica Class: Character Growth – Start or Stop?

The following is excerpted from an online class on story structure presented by co-creator of the Dramatica theory of story, Melanie Anne Phillips, signed on as Dramatica:

Dramatica : Question 2: about the Main character: Direction…. Start or Stop? This question means something different depending upon whether you answered change or steadfast. For a change Main Character, the question is: Do they have to grow by Starting something they aren’t doing, or stopping something they shouldn’t be doing? In other words, Do they have a chip on their shoulder or a hole in their heart?

We’ve all seen stories in which the M.C. is causing problem because of what they do, and other stories in which they allow a problem to grow because they don’t do anything! The Direction of character growth is just as important as Change or Steadfast. For a steadfast character, the question is different. Since the character is not changing, the question is, are they working or holding out for something to stop, or something to start?

In other words, is there a problem they are trying to get rid of, or is there something good they want to make happen. A simple question, but one that carries a lot of clout on your dramatics!

Dan Steele : Okay, makes sense.

A Story’s Limit: Timelock or Option Lock?

Dramatica : Now, I’ll jump ahead for a moment and look at a couple of plot questions…. First of all, is your story forced to a conclusion because your characters run out of time, or run out of options? This is Timelock or Optionlock. We all know what timelocks are…The ticking clock, 48 hours, etc. But what about stories like Remains of the Day? What was the time limit in that? There was none. So why didn’t the story go on forever? Because it was set up to have a limited number of opportunities for the characters to try and make a relationship happen. And when all the opportunities were exhausted, that’s when the story ends. Its important for the audience to know this right up front… they have to know the scope of the argument.

In Speed, the movie, they actually change from one lock to the other and this is confusing…The set up is, that the bomb will go off at 11:30 no matter what. So, the audience gets their sense of tension from the ticking clock. They expect that to be the moment win or lose will happen. All the other “constraints” about the speed of fifty miles per hour, and not being able to take anyone off the bus, are just that, constraints, but the bus could keep going forever with refueling, if it were not for the time bomb. But at the end of the story, what brings the moment of truth? Not the time bomb…. In fact, the bus slows down below fifty as it hits the plane. The LED numbers that are ticking down are the speed, not the time! So, the timelock is not honored.

Then we don’t know WHEN the story is going to end for sure. We assume maybe when the bad guy gets it. But that wasn’t where our tension was headed. Where the tension was built toward at the beginning, and therefore its something of a cheat and bit of a disappointment.

Dramatica : Actually, barring questions, I’ll have to stop there for now, as I have a class of 30 eager writers coming here to Screenplay for a class tomorrow morning.

Dan Steele : is “reception theory” the psychology of the audience?

Dramatica : Yes, Dan, its like this.. We, as an audience, can see pictures in clouds, wallpaper, constellations…We try to order our world, When we see a finished work, we look for pattern. Sometimes we see what the author intended, Sometimes things the author never intended that may or may not be in conflict with the intended message. And sometimes, we see no pattern at all. It may be the Storyform was flawed, missing apiece. Or it may be that the storytelling just didn’t convey it, or it may be that the audience just isn’t tuned into the symbols the author chose to use.

Complex Characters in “Rear Window”

Principal Characters in Rear Window

If there is anything that can be seen as “typical” about a Hitchcock film it would be his forefront use of thematics. Rear Window is no exception. As with Gone With the Wind, the enjoyment of the story comes largely from what happens between the lines. But unlike GWTW, the characters in Rear Window are relatively complex.

At first glance, it may seem that there are quite a few characters, what with the neighbors and all. There’s the Composer, trying to sell his first hit song. There’s Miss Lonely Heart, who can’t get a date. We see a lot of Miss Torso who exercises in front of her open window. Upstairs is the Couple With the Dog, downstairs, the Sunbather. And, of course, Thornton the murderer.

More prominent, of course, is Jeffries and the characters we see in his apartment: his girlfriend Lisa; Doyle, the detective; and his Nurse. (It is important to note that Thornton also shows up in Jeffries’ apartment near the end of the story and is the only neighbor to do so.)

The Top Five

The purpose of characters is to show how aspects of the Story Mind deal with a problem. And this is what determines that the neighbors are not Objective Characters. Aside from Thornton, they all have their own little stories, but only interact with each other peripherally, if at all. Their private stories enhance the thematic atmosphere of the overall story but neither advance nor clarify the plot.

If we eliminate all the neighbors who do not interact, we pare our list down to five actual characters: Jeffries, Lisa, Doyle, Nurse, and Thornton. If Rear Window is well written, we would expect all sixteen motivation Elements to be distributed among these five. Let’s see if they are.

Elements of the Top Five

Who represents FAITH? Unquestionably Jeffries. He maintains his belief that a murder has been committed in the face of objections by each of the other characters. Lisa can’t talk him out of it and neither can his Nurse. Thornton denies it by his actions and Doyle is not convinced until after the proof is irrefutable. In fact, Doyle personifies DISBELIEF, even while HELPING Jeffries gain information to which he would not otherwise have access. Lisa comes around to accepting the possibility and so does Nurse. Thornton already knows the truth, but Doyle is never convinced until he sees the proof with his own eyes.

In addition, Doyle relies on LOGIC to support his disbelief. He will not accept Jeffries’ contentions without logical arguments. Then is Jeffries FEELING? No. Jeffries does not disregard Logic in his considerations; he merely can’t supply it. Jeffries urges the others to CONSIDER what he knows and what he suspects. Lisa, on the other hand, continually acts on impulse without regard for logic, illustrating nicely the characteristic of FEELING.

If Jeffries is CONSIDERATION, we would expect his nemesis, Thornton, to cause RECONSIDERATION, and he does. Thornton’s apparently guilt-free actions are a constant force that urges Jeffries (and the others) to RECONSIDER. All we ever see of him is that he acts methodically to carry out his plan, whatever that might be. It is his methodical approach that makes Thornton the CONTROL Character as well. He wastes no time or energy on anything but the task at hand, whereas Jeffries dabbles at whatever fills his view, even when it interferes with his goal of getting the goods on Thornton. Jeffries plainly illustrates the Element of being UNCONTROLLED.

Even though Lisa SUPPORTS Jeffries in his quest, she manages to HINDER his efforts through distraction and re-direction of their conversations. She clearly TEMPTS him to give up PURSUING this crazy scheme. In contrast, Jeffries’ Nurse OPPOSES his efforts, even while providing a moralistic philosophy or CONSCIENCE to his every comment. And, of course, Thornton would prefer to AVOID the whole thing.

Characteristic Lists

If we take a slightly different form, we can arrange the five Characters as column headings and list their characteristics beneath them.

Rear Window Characters in the Motivation Set

Assigning the Character names of Rear Window to the Motivation Characteristic Quads we get:

Using the grid above we can predict the principal conflicts of Rear Window simply by noting which characters are in Dynamic (diagonal) positions and the issues (Elements) over which each pair will diverge.

In summary, the set of sixteen Motivation Elements offers a valuable tool for understanding some of the essential building blocks of Objective Characters and how they can be distributed to create both Archetypal and Complex characters.

Dramatic Quads & Dramatic Pairs

In each quad of Elements, we find not only Dynamic (diagonal) Pairs, but horizontal and vertical pairs as well. Horizontal Elements are called Companion Pairs, and vertical Elements are Dependent Pairs. Each kind of pair describes a different kind of relationship between the Elements, and therefore between the characters that represent them.

In addition to the three types of pairs, we can look at each Element as a separate component and compare it to the overall nature of the quad itself. This Component approach describes the difference between any given Element and the family of Elements in which it resides (quad). Therefore, the degree of individuality the characters represent within the “group” can be explored.

 

 

Dynamic Pairs describe Elements with the greatest opposition to one another. Whenever two opposing forces come together they will create either a positive or negative relationship. They can form a synthesis and create something greater than the sum of the parts or they can simply tear away at each other until nothing is left (destructive). Within a quad, one of the Dynamic Pairs will indicate a positive relationship, the other a negative one. Which is which depends upon other story dynamics.

Companion Pairs contain the Elements that are most compatible. However, just being compatible does not preclude a negative relationship. In a positive Companion Pair, characters will proceed along their own paths, side by side. What one does not need they will offer to the other (positive impact). In a negative Companion Pair, one character may use up what the other needs. They are not against each other as in a negative Dynamic Pair, but still manage to interfere with each other’s efforts (negative impact).

Dependent Pairs are most complementary. In a positive sense, each character provides strengths to compensate for the other’s weaknesses (cooperation). Together they make a powerful team. In its negative incarnation, the Dependent Pair Relationship has each character requiring the other in order to proceed (codependency).

Components describe the nature of the Elements in relationship to the overall quad. On the one hand, the individual characters in a quad can be a group that works together (interdependency). The group is seen to be greater than the individual characters that comprise it, at the risk of overwhelming the individuality of its members. This is contrasted by identifying the disparate nature of each character in the quad (independency). Seen this way, the characters are noted for their distinguishing characteristics at the risk of losing sight of shared interests.

Dynamic Relationships are the most familiar to writers, simply because they generate the most obvious kind of conflict. Companion and Dependent Pairs are used all the time without fanfare, as there has previously been no terminology to describe them. Components are useful to writers because they allow characters in groups to be evaluated in and out of context.

By constructing characters with thought and foresight, an author can use the position of Elements in the Chess Set to forge relationships that are Dynamic in one dimension while being Companion and Dependent in others. Characters created with Dramatica can represent both the structural Elements of the Story Mind’s problem solving techniques and the dynamic interchange between those techniques.

The Villain

A villain is the dramatic antithesis of a hero, and therefore has the following four attributes:

  • He is the Antagonist
  • He is the Influence Character
  • He is second in prominence to the Central Character
  • He is a Bad Guy

By our definitions for this book: The Antagonist is the Principal Impediment in the plot – the chief obstacle to the achievement of the story’s overall goal.

The Influence Character is the most persuasive character – the one who argues the devil’s advocate position regarding the personal or moral issue the story seems to be about.

The Second Most Prominent Character is the one who stands out most strongly among the players, save for the hero.

The Bad Guy is the standard bearer of immorality – the character whose intent is to do the wrong thing.

Putting it all together then, a villain tries to prevent the goal from being achieved, represents the counterpoint to the audience position in the story, it the second most prominent character, and seeks to do the wrong thing. Now we can see that when we created a hero who was a bad guy and another who was an antagonist, we were actually borrowing attributes from the villain. In the same manner, the villain can borrow attributes from the hero. For example, we might fashion a character with the following four attributes:

  • Antagonist
  • Influence Character
  • Second Most Prominent
  • Good Guy

Such a character might be a friend of an anti-hero (who is a hero that is a Bad Guy), trying to prevent him from making a terrible mistake. Imagine that the anti-hero is trying to achieve a goal, represents the audience position, is most prominent, but has ill intent. The Good Guy variation on the villain would have good intent and would therefore try to thwart the anti-hero’s evil plan (antagonist), change his mind (impact character) and would be the second most prominent player next to the anti-hero.

Another variation on the typical villain might be:

  • Protagonist
  • Influence Character
  • Second Most Prominent
  • Bad Guy

In fact, it is this combination that is used most often in action/adventure stories. This character gets the ball rolling by instigating an evil scheme (protagonist/bad guy), tries to lure the “hero” to the evil side (influence character), but is second to the “hero” only in prominence.

As we can see, swapping attributes between the hero and villain opens up a world of opportunities for creating more interesting and less typical characters. But, these are not the only ways to swap attributes. For example, just because the hero is a Good Guy doesn’t mean the villain has to be a Bad Guy.

Suppose we have the following two characters:

Typical Hero:

  • Protagonist
  • Main Character
  • Central Character
  • Good Guy

Atypical Villain:

  • Antagonist
  • Influence Character
  • Second Most Prominent
  • Good Guy

Here we have a story about two people, one trying to accomplish something, the other trying to prevent it. One representing the audience position in the story, the other being the most influential with an opposing message argument. One is the most prominent; the other second in audience interest, but both believe they are doing the right thing.

These two characters are dramatically opposed. They are in conflict, both externally and internally. Yet each is driven to do what he believes is right. So who is right? Well, in fact, that is what a story built around these characters would be all about!

Indeed, the author’s message would center on convincing the audience that one of these characters was misguided and the other properly grounded. Such a story would provide an excellent opportunity to explore a moral issue that doesn’t easily fall into black and white clarity. It would stand a good chance to come across as deep, thoughtful, and provocative – and all by simply having two Good Guys duke it out.

At this point, it should be pretty clear that if you’ve only been writing with heroes and villains, you haven’t been doing anything wrong, but you have been limiting your creative opportunities. And yet, we have barely begun to explore the ways in which characters can swap attributes to create more variety and interest.