Characters, fantasy, Fiction, General Writing

Cracked Characters

Increasingly, I practice a lesson taught by the late Avram Davidson. All my characters are at least a bit cracked. Most don’t know it. They think their eccentricities are completely normal.

An example from real life that sticks in my mind: In the last few years of Fritz Leiber’s life, I visited him several times. At the time, he was living with his second wife Margo on the edge of the Tenderloin district in San Francisco, and if he had ever been on a farm or in the woods, it must have been decades ago, and very briefly. Yet in one cupboard, he had wedged a long, sharp axe, covered in dust. Seventy-five years ago or more, his father had told him that a man should always have a sharp axe handy, and he always had. Never mind that he never used it. To me, this little detail helps me see Leiber as a person. If I ever wrote a story with Leiber as a character, I would definitely include it.

Now, an example from fiction: In Roger Zelazny’s “This Immortal” (aka “And Call Me Conrad”), the main character, a former terrorist and currently a major bureaucrat, explains that he is late for an official function because he stopped by a party for the young daughter of a friend. The narrator adds that the excuse is true, but has nothing to do with the story. Zelazny later explained that he threw the detail in just to briefly indicate that the hard, active narrator had a gentler, more thoughtful side.

When I write a character, that’s the sort of detail I like to add.

Characters, fantasy, Fiction, General Writing, Writer's Block

When stuck in your writing

Raymond Chandler said, when in doubt, have two guys come through the door with guns.” Obviously, the literal quote doesn’t fit every circumstance, but the basic point remains useful: when you aren’t sure where your story should go next, throw in something unexpected. As I revise my WIP, my own version of Chandler’s advice is to introduce new characters to liven things up. So far, I’ve introduced:

-The Glover, a runewife (witch) who wears a glove on her left hand. It appears to be stitched to her wrist. I took a while to figure out why.

-Bloody Eyril, a Barber Surgeon who pulls teeth and amputates from a shop front. He’s also the local crime-lord and has his own agenda, much to my horror.

-Hilaswy, a chieftain of the hill-clans, who became alcoholic in defeat. However, he has a certain dignity all his own that I had to discover.

-Crynephax, a white-raven who dislikes the tales of her kind being guides to the dead and carrion-eaters. “Of course ravens hunt,” she says, “But only when they have to.” She just came around last week, so I’m still learning about her. In all these characters, I’ve followed Avram Davidson’s assumption that everyone is just a little eccentric, if not downright mad. Exploring each of these characters has definitely keep me going, and, I think, made for a better story. Now, two-thirds of the way through my revision, I can’t wait to learn who shows up in the final third.

Characters, fantasy

Making Lists of Characters Interesting

Epic fantasy often has so many characters that a list of characters (also known as dramatis personae) is a necessary aid to readers. The trouble is, a character list is usually as dull as dishwater. The best solution I have seen is from Lindsey Davis. Her character lists in her Roman mysteries about the Falco family have a definitely flippant tone to them. As a result, they are so entertaining that I often read them after finishing the novel they appear in, when I can fully understand the jokes. In fact, I admire them so much that I have shamelessly copied their tone for my character list in my current project The Bone Ransom:

The Ravenpiper Family

Talson Ravenpiper: A teenage boy, corrupted by stories and the training for the role of a second child.

Skulae Ravenpiper: Talson’s older sister. Nothing is her fault.

Bronwy del Caleryon: Talson’s mother, a ruler who knows she’s right.

Dyr-am-Syrans (Dhuramtsuran)

Kosky, aka Kahuin: A teenage girl, caught between two cultures and sarcastic about it.

Hilaswy: Kosky’s father, a dignified chieftain and drunk.

Guji: Kosky’s body-fluid foster brother. Disgustingly popular.

The Elite Housecarls

Ragger: Bronwy’s steward, and leader of the housecarls. A retired hero who has seen too much.

Aldleaf, Morgrim, and Eimur: Three veterans housecarls on duty in the city.

Ulfman: A housecarl not known for his polish.

Other Torsmyrians

Aglachad Torhte: Second cousin to the Ravenpipers, and not important enough.

Eshborg Torhte: Aglachad’s daughter and Talson’s ex-lover. An embarrassment.

Bloody Eyril: A Barber-Surgeon. He’ll extract your teeth for a fee, or punch them out for free.

Hindcalf, Gruce, and The Glover: Bronwy’s circle of enablers.

Lyxus: A Lawgiver with a bad memory for his oath of office.

Ivoryne: Server to Bronwy.

Borrie: Ivorne’s baby, named for Talson’s grandfather. But it’s not what you think.

Darogar: A swinging smith.

Frith’s Osgerd, Dallader, Slorm, and Fyrwulf: Members of the Fox age-group of the Hearth Guards. Veterans and still trying to forget the fact.

Off Stage

Karllaron (Lawbench) Hringesthorn: An elderly but still active rival of the Ravenpipers, fond of practical music.

Osbolt IV: The Margram of Torsmyr, the Ravenpiper’s titular overlord. A religious reformer.

Gone But Not Forgotten

Elzymer Ravenpiper: Talson’s father. A reluctant hero with a roving eye.

Borogrim Ravenpiper: Talson’s grandfather. The upstart who conquered the province of Ilvarness and freed the serfs.

Rungest “Dicer” Ravenpiper: Talson’s ancestor, who ended a civil war and died the obligatory heroic death. Pure ballad-bait.

Kermane Ravenpiper: Founder of the Ravenpiper family. An intimidating ancestor.

Purcirm Ravenpiper: Talson’s ancestor, who disappeared while exploring the Silvorn River, making himself romantic.

Skordis: An ancient runewife whose name is still used to frighten children.

Leel, Runger, Timple, Varchild and Ashnborg: Female housecarls who have let themselves go.

Characters, fantasy, Plotting, Uncategorized, World Building

Role-players and Writing

Role-players need to change their perspectives when they turn to writing. In role-playing, you create your own characters. The DM creates the story outline, and the group of players fill in the details.

When you write, though, the creation of all these elements is usually done by a single person, and changing one changes the other. For instance, Shakespeare’s Othello center on jealousy. The story exists because the lead character is not only jealous, but acts without stopping to think. Replace Othello with Hamlet, who thinks before he acts, and there’s no story. Similarly, replace Hamlet with Othello, and Claudius is killed in the first scene with a minimum of drama. Ignore the inter-connection, and you wind up with a flat story at best or a disjointed story at worst.

Characters, Dialog, General Writing

Dialog Is Punctuation

From writing media releases, I learned that quotes are a form of punctuation. When readers see a quote, they refocus. For this reason, a release should place important points after the initial sentence in a quote, and have at least one about halfway through.

Something similar is true in fiction. Readers’ attention is apt to wander if too many paragraphs past without dialog. Typically, I’d suggest no more than two pages, and preferably half a page.

And, yes, this means that in a scene in which a character is alone, you really have to work hard to prevent attention from straying.

Characters, fantasy, Fiction, General Writing

Roleplaying Norms That Don’t Translate Into Fiction

New writers are often inspired by roleplaying. Probably, only film and anime inspire more — with fiction, sadly, a distant fourth. At first, that seems to make sense. After all, aren’t both games and fiction a form of storytelling? Yes, but they are different forms of storytelling. In fact, there are at least seven ways in which storytelling in games differs from storytelling in fiction:

Gaming is communal

Roleplaying tells stories that are outlined by DMs, fleshed out by players’ choices and interaction, and often determined by the dice. The responsibility is shared around. Fiction, by contrast, is entirely the responsibility of the writer. Nor is it generally a matter of chance. It’s far more work — and all up to you, which is why online forums often have posts in which the writer tries to get others to do the work for them.

Gaming largely ignores diversity

Despite recent changes, gaming still tends towards a racial perspective: elves are agile and clever, orcs are stupid and evil, and dwarves combative and good with their hands. Especially in Young Adult books, such stereotyping is apt to get you flayed alive on Twitter today. Just as importantly, such casting usually makes for derivative and uninspiring fiction. What was acceptable in Tolkien is obsolete today.

Gaming is episodic

A roleplaying game can run for months, or even years. While the best games have an overall goal, and even several arcs, all games tend to be episodic, with one session often having minimal connection to others. Some fiction is like that, too; it’s call picaresque. More often, though, fiction is plotted: the first event causes the second, and the second the third, and so on until only one possibility remains at the climax. If you use games as a model, you are likely to lose direction and flounder because of what, in fiction, is a lack of structure.

Gaming does not consider point of view

On the one hand, a gaming session is developed by the players. Even the DM doesn’t always know what all the characters are thinking. A skilled DM might make some information known only to selected players, but, more often, all characters know what the others know. On the other hand, a fiction writer needs to decide on the point of view? Limited or deep third person? First person? Omniscient narrator? All these choices present challenges that gaming does not

Gaming emphasizes action

In most games, character points are based on action — if not killing, then figuring out traps and puzzles. Inner thoughts and dialog are only part of the socializing that is part of a gaming session. But focus on action in fiction, and the result is as mesmerizing as a choreograph diagram. Whether it’s fighting or sex, thoughts and reactions make the scene more readable in fiction.

Gaming focuses on a limited number of characteristics

Because games focus on action, their character development focuses on talents and skills. Anything further will be provided –if at all — by the player using the character. Some players may commission a sketch of their favorite character, but all the things that make fictional characters enjoyable, from background and appearance to how they move and talk, is rarely considered and is unimportant if it is.

Gaming develops characters separately from plot

When you roleplay, your characters are developed before the story begins. In fact, most characters can be dropped into any scenario. In comparison, characters are developed alongside the plot. The plot of Hamlet, for example, depends on a main character who thinks before he acts. Put Othello into the lead, and the play would be over before the end of act one; once he talks to the ghost, Othello would immediately rush off to kill his uncle. Conversely drop Hamlet into Othello, and no one would be murdered, because Hamlet investigates thoroughly before he acts. For this reason, the character sheets that are often suggested for fiction writers are largely useless. They simply provide the illusion of progress.

Two Forms of Storytelling

None of this is to disparage games. Rather, it is to point out that what works in roleplaying is likely to fail in fiction. If games inspire you to tell stories, perhaps you should consider writing roleplaying scenarios. But if you decide to write fiction, carrying the assumptions of games on to a novel or short story is one of the worst things you can do. Instead, read as widely as possible, and learn the conventions of your new form of storytelling.

Characters, General Writing

The Fallacies of Character Flaws

“What are your main character’s flaws?” I scroll past this attempt at conversation several times a week. I never try to answer it, because it is usually based on the assumption that a main character, if not all characters, are only realistic and sympathetic if they have defects. This assumption is so cluttered with fallacies that I have never taken the time to answer it until now.

So far as I can tell, the assumption seems based on a misunderstanding of Aristotle’s Poetics. In discussing tragedy, Aristotle introduces the term hamartia. Harmatia is often popularly translated into English as “flaw,” but, according to Wikipedia, is a much more neutral term, better translated as “to miss the mark” or “to fall short.” Harmatia is the misunderstanding or lacking piece of information that determines the events of the tragedy.

So, right away, the belief that a personality flaw is needed is based on a misunderstanding. This misunderstanding explains why it can be difficult to assign a flaw to a classical tragic hero. What, for example, is the flaw that leads to Oedipus marrying his mother? By every indication, Oedipus is a conscientious, upright soul with a strong sense of responsibility. Similarly, nothing is lacking in Orestes when he kills his mother. Rather, Orestes is caught between his duty to his mother and his responsibility to avenge his father’s murder. Neither Oedipus nor Orestes can be assigned a flaw without stretching a point, although many teachers have tried.

The tradition continues when Shakespeare is taught. I remember being told in high school that Othello’s tragic flaw was jealousy, while Hamlet was unable to make up his mind. Such over-simplifications create the illusion that we have a handle on complicated stories, but do we? Othello does not leap to jealousy by himself, but has his relationship with his wife poisoned by the whisperings of Iago. As for Hamlet, he delays only until he is convinced that what his father’s ghost has told him is true. If you had to assign Hamlet a flaw in Act V, it would be that he acts far too rashly.

Harmatia is a flexible enough term that it can cover Oedipus, Orestes, Othello, and Hamlet, but the hunt for flaws simply doesn’t work. However, few writers today are producing tragedies, so harmatia is irrelevant. Aristotle was not analyzing the structure of stories, but of tragedy, which is only a subset of stories. No matter how you translate Aristotle, his comments have no more than an indirect insight into a modern novel or short story.

Still, believers in flaws are apt to say, a flawed character is easier to identify with. And it is true that an impossibly noble hero is unlikely to be sympathetic. Often, an anti-hero, an amoral rogue with some redeeming traits is more likely to keep readers turning pages. However, all stories cannot be about anti-heroes. More importantly, I have to ask whether a personality flaw really makes a hero more relatable. Do we actually like a character more if they are weak-willed? If they drink too much? Or sleep around? At the very least, flaws only make a character more sympathetic if they are carefully selected. We might identify, for instance, with a ruthless killer who shows mercy, or only murders the corrupt. However, flaws alone do not seem a consistent tactic to make readers identify with a character.

Besides, fiction is not a role-playing game, where characters exist in isolation because the story is shaped by the DM. In fiction, a character depends largely on the needs of the plot. Does the story require someone who changes sides? Then the character involved is likely to be someone with imagination and empathy. Does it depend on a betrayal? Then the betrayer needs a motive like a lost cause or a wish for revenge. Successful characters rarely emerge fully-formed — they develop in a complex interplay with setting and plot where it is hard to say which comes first. If they are created in isolation, they are likely to be unconvincing. No matter how many flaws you sprinkle over them like spice, there is no hiding that you are serving up a bland dish.

Anyway, who is to say what a flaw is? A character who is rash could be praised in one circumstance for resolution, and in another for thoughtfulness. By contrast, working with the concept of flaws seems almost certain to result in puppet-like characters whom no one wants to read about.

What characters do need is an arc: a movement from one state to another. They might set out to accomplish a certain task. They might learn as the story continues, becoming fit to realize their goals in a way they weren’t at the start of the story. Such arcs are what engage readers — not a set of arbitrary flaws.

Characters

How to Depict Women Warriors

The most common argument against women warriors is that men are heavier and have more efficient muscles. Often, the existing differences are exaggerated to make the case stronger — for example, I heard one man insist that women had 30% of men’s muscular strength, when the usual figure in studies is around 70%. However, if you want a believable tough woman, that single statistic is far from a rebuttal. There are plenty of ways to have women warriors in your story without sacrificing plausibility.

To start with, that figure I quoted is a statistical average. Your character can always be an exception, like George R.R. Martin’s Brienne of Tarth, who is an unusually tall and stocky woman. Such a woman might have XXY chromosomes, or a high level of testosterone, but height and fitness might be all that is needed to account for her greater than usual strength. Nor is there any need to make her plain or give her body issues, the way that Martin does or to make assumptions about her sexual orientation– plenty of athletic women of all preferences have a traditionally feminine side.

Alternatively, you can take advantage of the fact that muscular strength is not the only factor that makes a fighter. In World War I, the English briefly raised Bantam Battalions, consisting of men under five feet two inches, who were considered too small for regular units. The Bantams consisted largely of miners and other hard laborers, whose lives had made them tough and fit. Some had the habit of successfully challenging ordinary sized men who under-estimated them. The Bantams did not last long because of the difficulty of finding enough recruits, but the fact that they were absorbed into regular units after being disbanded suggests that their ability to fight was not an issue. The example of the Bantams suggests that many women could also hold their own in combat without being unusually large.

So what other factors make a fighter? Training, speed, agility, endurance, and the ability to endure pain are at least equally important, especially in combination. In all these areas, women could equal or excel men. If you consider the rigors of childbirth, women might even be argued to be superior in endurance and withstanding pain. Moreover, if you have ever wrestled or fought in the Society for Creative Anachronism, you will also know that bluff and the willingness to fight are also important: quite simply, if you look or act fierce, then in many cases, you will have already defeated your opponent before the fight begins. A woman might also distract men by jeering at their machismo to give her an advantage.

Probably the most important consideration is tactics. The average person of either sex is not going to stand toe to toe with a 120 kilogram man for any length of time. That is why sports like wrestling or boxing are divided into weight categories — otherwise fights would not be fair. The smaller opponent would be battered to death. So, instead of a sword, your character might be better off carrying a spear or a halberd — anything that would keep superior strength at a distance. At all costs, they need to avoid a clinch, and keep moving. In general, time will be on the smaller person’s side, because they expend less energy in moving than someone taller and heavier, a fact that is reflected in the occasional calls for weight categories for marathons.

In general, I see two basic tactics: either hold back and take an opponent apart a piece at a time, or attack first, disconcerting the enemy, and getting in the first blow. What average women cannot do is fight on the enemy’s terms. They must fight on their own terms, and be smart about it.

However, in some senses, the argument against female fighters is moot. It focuses on hand to hand combat, which is only a part of warfare in many eras. In early or pre-gunpowder eras, what mattered was often the ability to remain in formation, which is entirely a matter of training. At the battle of Waterloo, for example, British regiments resisted charge after charge of cavalry by remaining in squares and holding off attacks with bayonets — and a horse is by far heavier than the biggest man, and neither cares to fling themselves on a length of steel. What matters is less physical strength thn holding the formation.

The counter-arguments also ignore irregular or light tactics, which can be as far from hand to hand combat as you can get while still be on the battlefield. Such troops skirmish, snipe, ambush, and, if mounted, scout. They also provide support for massed formations so that they can’t be out-flanked. Bernard Cornwell’s Sharpe books and TV episodes depicts them very accurately, and even acknowledge that the Spanish guerillas in the Peninsular War against Napoleon included women. In many ways, skirmishing is ideal for women, since their smaller average size might help them to take cover and move silently, and be less weight for a horse to carry over long distances. In fact, historically, light units were the opposite of the grenadiers, the heavy set shock troops, and were recruited for their intelligence and independence rather than brute strength.

If none of these suggestions are convincing to you, consider modern armies, where women often serve in support capacities. Being a clerk or cook might not sound exciting, but reversals of situations are common in a campaign, and someone who appears to be safely behind the lines can find themselves suddenly in the middle of the action, as happened during the Battle of the Bulge at the end of World War 2. Imagine, for example, a woman who is a quartermaster who suddenly finds herself the senior officer in her area. Or perhaps your character could be in charge of a seige engine or cannon behind the lines, and find herself facing a flanking attack.

So ignore the chauvunists who say women have no place in combat. You can have tough women if you want them, and still be believable. Just don’t make them exactly like the men of impoverished imaginations. And in doing so, you may discover new stories to be told.

Characters

Developing Secondary Characters

Recently, my critique partner Jessica described secondary characters as one of the strengths of my writing. To say the least, I was gleefully pleased. I’ve never been one of those who considers secondary characters plot devices, existing only to move the story along and be quickly forgot. Rather, I treat them as chances for some color and world-building. They may begin in the needs of the plot, but, with this approach, they become a cast I can economically draw on later in the story if the need arises.

With all my characters, both primary and secondary, I begin by asking what the first thing is that strangers would notice. This question is usually enough to make even very minor characters stand out. For example, at one point, my main characters take shelter with a peddlar. Perhaps he has a regular route around outlying villages, but more likely he walks the city streets, since he has a baby. At any rate, what stands out is the way he dresses. He wears a tunics and trews made of strips of the cloth that can be ordered from him. Around his neck hang tiny mirrors. Pins and needles are stuck in his cuffs, and his tunic has dozens of pockets for spices, candies, and other small items. From his hat dangles ribbons and gits of embroidery. In effect, he is a walking advertisement for his wares; you can’t help but see him coming. Nor are you likely to forget him, since he is a cheery sort in his work clothes and is always singing.

Another minor character is the priest of a popular cult. One of his duties is to sacrifice a goat in the morning and evening, and distribute the meat, bone, and blood to the poor. Instead of simply going about his duties, he turns them into a show, carving the meat on a spit like a waiter in a South American restaurant, tossing slices into the air and flipping them into the hands of the next in line. He is an artist and a performer, memorable despite his brief appearance.

More important characters are developed in greater detail. For example, at one point, my main character is in a village where few people speak his language. I needed someone he could talk to, and he needed a smith, so I chose to be economical and combined those two needs into a single character.

But how did this smith get there? I decided he was a prisoner in the last war. The village is barely at the stage of working copper, so, recognizing the value of his knowledge, the locals broke his knees to keep him from running away, much as happened to Wayland Smith in Norse mythology. Naturally, that makes him unfriendly and resentful, although still glad to show off his skill. He is not as talented as Wayland, so he cannot escape by making himself wings, but, he is resourceful, and has rigged up bars all over his smithy so he can get around by swinging on them — an image I had on the bus as I watched people swaying towards the exit, clinging to the safety poles.

Moreover, as a smith he has magical power over metals, so one of his few friends is his professional colleague and fellow outcast the shaman, who is capable of being male or female at will. The two of them have the occasional night together, which means the smith is bi, or at least highly adaptable. At one point, they arrange a liaison:

Shaman: Male or female?

Smith: Surprise me.

In this way, my secondary characters are built up logically, made memorable and fitted into my background and plot. Some might say I do extra work, but if readers enjoy the characters, I consider the extra effort worthwhile. Moreover, later in the story, I have a set of characters that I can re-use, saving me time and reducing the size of the cast while binding the narrative together. For instance, after his initial appearance, I use the smith to help show the range of reactions in the village to the sudden appearance of a magical healing device — he hopes against all advice that his knees can be healed. Take care of all your characters, even the minor ones, and I believe that they will take care of you.

Characters

Economy of Character

My late friend Paul Edwin Zimmer wrote a story in which a trained fighter defeated a vampire, not through speed, but through the absolute efficiency drilled into him over decades of training. The idea has always seemed a working definition of skill, and, not incidentally, an apt description of Paul’s own writing. However, it’s only recently I realized that it could apply to the creation of characters as well.

Most people, including me, seem to create characters unsystematically. They arise out of the immediate needs of the plot, or emerge full-grown out of their creator’s imagination. Few, if any, seem to consider characters as a long-term part of the story’s development who can become a member of a sort of central casting that can be drawn on to increase the long term efficiency of writing and help to bind the story together.

Perhaps you need to be someways along in your story to realize such possibilities. My own revelation came a third of the way through my first draft. I had thrown my main characters on the road, penniless, and in desperate need of a place to hide as their pursuer closed on them. I could have created a new character, but then I remembered a character who didn’t even appear on the page, a servant whose newborn child had been sacrificed for magical purposes. Nobody would have bothered to tell her, so her story was left unfinished, a minor part of my main characters’ adventures.

That seemed callous — however common in fantasy. However, I realized that I wanted my characters to be responsible. In the middle of their own misfortunes, they took the time to carry the sad news, and in the process found a roof for the night. The next morning, the servant is last seen stoically trudging home.

Realizing I was on to something, I had a soldier who had played a previously minor role show up further down the road. I also took an embarrassing ex-lover with a sheltered view of life — a comic character, a throwaway, really — and set her on the road to maturity with the soldier’s help.

However, the real advantage of having cast only struck me when a main character woke up alone in a village whose language he barely spoke. He had come with his lover and a young hero who was adopting him for political reasons, but neither were available. Two other characters were enemies who were not about to help him.

I did not want to have a chapter of my character wandering around inarticulately, so I needed a few people he could talk to. I found them in the form of a sexually ambiguous shaman he consulted, and a crippled ex-prisoner of war turned blacksmith. Later, I added two Aunties who started as his enemies, and became friendly due to their sense of romance.

All these characters appeared for ruthlessly practical purposes. Yet, after each served an original purpose, by the time I started relating the village’s politics, together they gave me a ready-made crowd cast for crowd scenes. For example, one chapter involves the reactions to the sudden appearance of an item of magic. Between all the previously invented characters, I had a full range of reactions.

For instance, I had originally made the smith crippled because I had the image of him swinging around his workshop on parallel bars. I had no other reason for that detail than it was vivid in my mind. However, when the magic appeared, and others were healed but not him, I had a new aspect to the story, and a new image of the disappointed smith limping back home disappointed. The shaman, a likely candidate for a cure, didn’t want one. As for the Aunties, one was reassuring the other that the cure would not affect their lesbian relationship. I had an entire cast ready to perform without any need to introduce more bit-players.

Nor am I through with this cast yet. Looking ahead, I can already see the roles most of them will play. Like Paul wrote years ago, it’s all about economy — and that’s a lesson I’ve never seen in all the millions of words published on how to write. Maybe it’s one of those skills you can only learn by doing.