The responses to my last post really got me thinking about characters and their relation to a story.
Characters have always felt very real to me, as though they were my friends and not simply the creations of my imagination. I often discover that characters I designed as mere walk-ons will end up taking on greater importance as a story progresses. And I do feel that they have wills of their own, because when I submerge myself in them, I feel their voices and their desires more strongly than I do my authorial planning.
Often when I'm having trouble getting through a scene, I discover that what is missing is a deep sense of what one of the characters needs. Sometimes that missing point is a sense of the judgment of the point of view character, and other times it's the motivation of the other person in the conversation (as happened recently with the romantic lead in my novel).
I originally started writing short stories as a way to get to know characters who couldn't be point of view characters in the novels I was writing, but whom I wanted to know better. This means that when I first wrote short stories, they felt like vignette snippets from a larger piece of work, and I needed to do a lot of work to grasp the structure of a stand-alone short story. But I did find that going to the trouble of creating a voice for a character helped me to understand them better for the purposes of both the short story and the novel. My main bad guy from the Varin world, the Eminence Nekantor, became a completely different character when I got close enough to figure out precisely how he thinks. Now I find that I love a really challenging character voice - like the mentally ill Nekantor or the alien Rulii - even when it can take me an hour to get into the proper head space to write the voice fluently.
It can sometimes be difficult to know which character to use for the primary backbone of a story. Janice Hardy was the one who really drove the critical criterion home to me: it's a question of stakes. The primary point of view must belong to the person who has the most to gain or lose in the course of the story. So while dallying in other viewpoints can be instructive and help you to flesh out a story, it's not necessarily what will get the story written. To extend the backbone metaphor, if you don't have your backbone in the right place, it's hard to know where to hang the flesh so the body will actually work properly. I wrote about half of a novel believing that my backbone character was one person, and then found it petering out. Only some time later did I realize that I'd picked the wrong person. Now that I have the focus placed correctly, the outline of the story is clear to me from beginning to end, and I can't wait to write it.
Janice and I got talking after my last post about the question of letting a character take charge of the story's direction. She pointed out to me that what I had described as letting the story follow the character was somewhat misleading, because it could have been construed as meaning that the story had no direction and rambled on wherever the character wanted to go. Of course, I thought, that wasn't what I meant. Janice has a way of knowing precisely what the stakes of a story are, how to escalate them dramatically, and where and how she wants to bring the story to an end - but she's amazingly flexible about the details of how she gets there, and that's where she listens to where her characters want to go.
There are a lot of story markets out there that talk about how they look for "character driven" stories. This is opposed to "plot driven" stories. I find that if I don't care about a character, I don't care about the story. This is something different from disliking a character. I can hate them, as long as I care about what happens and whether they get what they want or not. The decisions the character makes, and the actions the character takes, must critically affect what happens in the story, particularly the final outcome. Yes, there's room for external influences - attacks, or natural disasters, or simple bad luck - but these have to be present in conjunction with the character's goals and drives, or the story will just feel like a lot of meaningless stuff happening.
The idea of goals and stakes for a character is independent of the choice of first or third person point of view, or degree of narrative distance. A story usually has a character trying to achieve something, or trying to make some kind of decision. The character is our guide to how to feel and understand the world in which he or she moves.
Love them or hate them, we need to care about our characters.
Where I talk to you about linguistics and anthropology, science fiction and fantasy, point of view, grammar geekiness, and all of the fascinating permutations thereof...
Saturday, July 11, 2009
Characters and Direction
About:
character,
stories,
story problem,
story structure
Tuesday, July 7, 2009
The Puppet Problem
This post is inspired by the Question Box. (If you have a question, this is a great place to put it.) My anonymous Romanian poster says, "the problem is that the protagonist is a female and I seem to have some difficulties in getting the character's pov. Feels a bit artificial, like maneuvering a puppet. I didn't manage to get 'inside.'"
This question makes me think a little of my friends Mary Robinette Kowal and K Richardson - because Mary is a puppeteer, and K is in theater. While I'm not sure precisely what they would say about this topic, I do think the task of getting into writing a character is a lot like the task of acting one.
I personally feel that I need to know a lot about a character in order to write him or her. The amount of what I need to know isn't precisely measurable, and I'm sure that different people feel they need to know different things about their characters. However, I would say that you need to delve deep into a character in order to make him or her feel non-mechanical. What we don't want is for the character to feel author-directed.
So what makes a character feel author-directed? Usually in my experience it's that the character is put into the story for a reason decided by the author, and the author has a lot of ideas about what the character then "has to do" in order to make the story work.
In order for a character to feel organic, that person needs to be self-directed. That means the author should sit down and figure out what that character's cultural viewpoint and backstory is, to the extent that it is relevant to his or her decisions about the actions he or she must take in the plot. The things that we know about our characters show in everything we write about them. If we don't fill them out sufficiently, our own minds and motivations will fill in those subconscious blanks, and that's when the character will start feeling strange.
Here's an example. The character Rulii, in Cold Words, must have difficulty communicating with the human linguist Parker and the human diplomat Hada - but he must not be able to figure out precisely why. In order for this to appear natural, I have to get deeply in touch with the possible factors that may be confusing him. He knows he feels discomfort with Parker when he speaks because Parker is trying to be deferential to him, and he's trying to be deferential to Parker at the same time. That's the surface level. His discomfort is deeper, though, because mutual deference is perceived in his society as a sign of low class, or of extreme intimacy. Because he values Parker, he doesn't want to think of their language as low class, but because he is a Council member in a business relationship with an alien, the idea of intimacy with him makes Rulii very uncomfortable. Furthermore, Parker tries to use an alien term ("friend") to describe their relationship, and the social implications of this are also very troubling to Rulii. When all of these factors come together, Rulii feels very uncomfortable, but enough possible causal factors are present that he can be plausibly confused about which one is the most important.
This is a complex example. However, I'd say to go about creating building blocks for your character's self-animation, you should start simple and let additional complexities suggest themselves (I "discovered" the whole problem with "friend", for example).
Start by considering what you want the character to achieve, and ask yourself whether that is what the character wants to achieve. If it isn't, ask yourself what the character really is trying to achieve, and make sure you have your plot events lined up to push him or her off-course just enough to arrive where you want. Once you know what your character is trying to achieve, ask yourself why.
The harder your character must work to achieve this goal, the more motivations he or she will need in order to justify all that effort. So just wanting to stay alive will work, but it's more powerful if there are also additional personal reasons. Think about what those might be, and try to ground them in something inside the character: a personal motto perhaps, the culture of a group that he or she belongs to, a personal experience with a mentor or during childhood, etc.
I have had the experience of writing a character and having them not do what I wanted them to do. Maybe I'm lucky because my characters do take on lives of their own. But if they're not behaving appropriately, I still have a problem. The moment I try to make them do what I want, they're working for me and not for themselves - they turn into puppets, or bodies, that I have to shove through the motions. Not good.
I know two solutions to a problem like this. One is the one that my friend Janice Hardy often follows: just let the character go where he or she wants to go, and let the story follow. I have a tougher time with this, so I usually go with the second solution: go back and change the nature of the character. If the character is too aggressive, go back and create a background or set of experiences that will temper the character's judgment in the situation you want. Maybe he's aggressive with other men, but his father taught him to protect women and that tempers him in the scene where he needs to be gentler with a female character, for example.
I don't usually interview my characters, but I know many writers who do - or who write a piece from the character's point of view just to let him or her act naturally for a while and help the author feel in touch. That can be a useful piece of preparation, even if you don't actually plan to write the character in first person point of view. I also have a set of questions related to characters and their relationship to the world they grew up in that might be useful, here.
I hope that has shed some light on the topic; I welcome any further comments or questions.
This question makes me think a little of my friends Mary Robinette Kowal and K Richardson - because Mary is a puppeteer, and K is in theater. While I'm not sure precisely what they would say about this topic, I do think the task of getting into writing a character is a lot like the task of acting one.
I personally feel that I need to know a lot about a character in order to write him or her. The amount of what I need to know isn't precisely measurable, and I'm sure that different people feel they need to know different things about their characters. However, I would say that you need to delve deep into a character in order to make him or her feel non-mechanical. What we don't want is for the character to feel author-directed.
So what makes a character feel author-directed? Usually in my experience it's that the character is put into the story for a reason decided by the author, and the author has a lot of ideas about what the character then "has to do" in order to make the story work.
In order for a character to feel organic, that person needs to be self-directed. That means the author should sit down and figure out what that character's cultural viewpoint and backstory is, to the extent that it is relevant to his or her decisions about the actions he or she must take in the plot. The things that we know about our characters show in everything we write about them. If we don't fill them out sufficiently, our own minds and motivations will fill in those subconscious blanks, and that's when the character will start feeling strange.
Here's an example. The character Rulii, in Cold Words, must have difficulty communicating with the human linguist Parker and the human diplomat Hada - but he must not be able to figure out precisely why. In order for this to appear natural, I have to get deeply in touch with the possible factors that may be confusing him. He knows he feels discomfort with Parker when he speaks because Parker is trying to be deferential to him, and he's trying to be deferential to Parker at the same time. That's the surface level. His discomfort is deeper, though, because mutual deference is perceived in his society as a sign of low class, or of extreme intimacy. Because he values Parker, he doesn't want to think of their language as low class, but because he is a Council member in a business relationship with an alien, the idea of intimacy with him makes Rulii very uncomfortable. Furthermore, Parker tries to use an alien term ("friend") to describe their relationship, and the social implications of this are also very troubling to Rulii. When all of these factors come together, Rulii feels very uncomfortable, but enough possible causal factors are present that he can be plausibly confused about which one is the most important.
This is a complex example. However, I'd say to go about creating building blocks for your character's self-animation, you should start simple and let additional complexities suggest themselves (I "discovered" the whole problem with "friend", for example).
Start by considering what you want the character to achieve, and ask yourself whether that is what the character wants to achieve. If it isn't, ask yourself what the character really is trying to achieve, and make sure you have your plot events lined up to push him or her off-course just enough to arrive where you want. Once you know what your character is trying to achieve, ask yourself why.
The harder your character must work to achieve this goal, the more motivations he or she will need in order to justify all that effort. So just wanting to stay alive will work, but it's more powerful if there are also additional personal reasons. Think about what those might be, and try to ground them in something inside the character: a personal motto perhaps, the culture of a group that he or she belongs to, a personal experience with a mentor or during childhood, etc.
I have had the experience of writing a character and having them not do what I wanted them to do. Maybe I'm lucky because my characters do take on lives of their own. But if they're not behaving appropriately, I still have a problem. The moment I try to make them do what I want, they're working for me and not for themselves - they turn into puppets, or bodies, that I have to shove through the motions. Not good.
I know two solutions to a problem like this. One is the one that my friend Janice Hardy often follows: just let the character go where he or she wants to go, and let the story follow. I have a tougher time with this, so I usually go with the second solution: go back and change the nature of the character. If the character is too aggressive, go back and create a background or set of experiences that will temper the character's judgment in the situation you want. Maybe he's aggressive with other men, but his father taught him to protect women and that tempers him in the scene where he needs to be gentler with a female character, for example.
I don't usually interview my characters, but I know many writers who do - or who write a piece from the character's point of view just to let him or her act naturally for a while and help the author feel in touch. That can be a useful piece of preparation, even if you don't actually plan to write the character in first person point of view. I also have a set of questions related to characters and their relationship to the world they grew up in that might be useful, here.
I hope that has shed some light on the topic; I welcome any further comments or questions.
About:
character,
Cold Words,
point of view,
writing
Sunday, July 5, 2009
Westercon report
It was a whirlwind day yesterday. I got up at 4 am and took a 6:20 flight to Phoenix, whence I found my way to Westercon by around 8:30. If you know how people party on Saturday nights at conventions, you might already have guessed that things were pretty quiet around the place.
I always like to hang around the social rooms, like the green room, to meet people. I've met a lot of very cool authors that way, and I had some great conversations today also. I used some of my extra energy, on behalf of those who had less, to help organize the food in the Con Suite.
Before the panel started, I got to meet Alastair and Marian from the Analog forum who were in the audience. That was fun!
The alien language panel was super-awesome. I think the greatest thing about it was that all three of us - Stan Schmidt, Sheila Finch, and I - were both qualified and excited about the topic of designing alien languages. We talked about them from all kinds of angles. Evolution of language, physiology and its relationship to language form, phonology, morphology, and many other things including how to render alien languages so they're comprehensible in English (always important so people will keep reading your story!).
One of the things that Stan Schmidt brought was a pair of recordings which really added to the depth of the discussion. The first was of animal sounds from Earth - birds, insects, and others. My favorite - and clearly his also - was the willow ptarmigan, a tundra bird that sounds as if it is really speaking a language. That was a striking thing to listen to! He also had a recording of messages in a language he'd created that used vowels, pitch and length to distinguish meanings. What a great example for the group to consider!
I think there were about 20 people in the audience. They were great, too - very engaged, listening well, awake (and on Sunday at a Con, this is no small feat), and asking great questions.
After that I got to eat lunch with my fellow panelists, which was also very enjoyable. We talked a bit about language at that point, and also about stories and about Dr. Schmidt's editing experiences. Fascinating stuff. I promised I would do my best to get a new story out to Analog by October - so I have my work cut out for me now.
It was a great, exhausting day. You're welcome to ask questions if you're curious about anything else.
I always like to hang around the social rooms, like the green room, to meet people. I've met a lot of very cool authors that way, and I had some great conversations today also. I used some of my extra energy, on behalf of those who had less, to help organize the food in the Con Suite.
Before the panel started, I got to meet Alastair and Marian from the Analog forum who were in the audience. That was fun!
The alien language panel was super-awesome. I think the greatest thing about it was that all three of us - Stan Schmidt, Sheila Finch, and I - were both qualified and excited about the topic of designing alien languages. We talked about them from all kinds of angles. Evolution of language, physiology and its relationship to language form, phonology, morphology, and many other things including how to render alien languages so they're comprehensible in English (always important so people will keep reading your story!).
One of the things that Stan Schmidt brought was a pair of recordings which really added to the depth of the discussion. The first was of animal sounds from Earth - birds, insects, and others. My favorite - and clearly his also - was the willow ptarmigan, a tundra bird that sounds as if it is really speaking a language. That was a striking thing to listen to! He also had a recording of messages in a language he'd created that used vowels, pitch and length to distinguish meanings. What a great example for the group to consider!
I think there were about 20 people in the audience. They were great, too - very engaged, listening well, awake (and on Sunday at a Con, this is no small feat), and asking great questions.
After that I got to eat lunch with my fellow panelists, which was also very enjoyable. We talked a bit about language at that point, and also about stories and about Dr. Schmidt's editing experiences. Fascinating stuff. I promised I would do my best to get a new story out to Analog by October - so I have my work cut out for me now.
It was a great, exhausting day. You're welcome to ask questions if you're curious about anything else.
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