Chuck Wendig: 25 Things a Great Character Needs

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Readers, I present for your ease of reference a blog post from my FAV blogger of all time. I had to post an article of his sometime, and this one is very good and very funny. He is an author of note (Seriously. Read his books, they will blow your mind). Chuck Wendig is a novelist, screenwriter, and game designer. He talks a lot about writing. And food. And the madness of toddlers. He uses lots of naughty language. NSFW. Probably NSFL. Be advised.

(http://www.terribleminds.com)


25 Things A Great Character Needs


1. A Personality

This seems rather obvious, sure — in a way it's like saying, "What makes a really good tree is that it has an essential treeness" — but just the same, it bears mentioning. Because some characters read like cardboard. They're like white crayon on white paper. Sure, the characters run around and they do shit and say shit but none of it has anything to do with character and has everything to do with plot — as if the characters are just another mechanism to get to the next action sequence, the next plot point, the next frazza wazza wuzza buzza whatever. Point is: your character needs a personality, and the rest of this list should help you get there.

2. Agency

The character should run an advertising agency. *is handed a note* Oh! Oh. I mean, The character should belong to the FBI and– *gets another note* JESUS CHRIST WITH THE NOTES, PEOPLE. But fine, yes, okay, I get it now. Agency means that the character is active, not passive. The character makes decisions and is attempting to control her own destiny as an independent operator within the story. She is not a leaf in the stream but rather the rock that breaks the river. *receives one more note* Oh, thank you, what a wonderful note! I do agree my beard is sexy, yes. I know! So rich! So full! So shiny. I oil it with secretions from squeezed ermine scent glands which also lends it that musky zing that sort of... crawls up your nose. *flicks beard sweat at you*

3. Motivation

Characters want things. They need things. They are motivated by these desires and requirements and they spend an entire story trying to fulfill them. That's one of the base level components of a story: a character acts in service to his motivations but obstacles (frequently other characters) stand in his way. We need to know what impels a character. What are her motives? If we don't know or cannot parse those motivations, her role in the story is alien to us.

4. Fear

Everybody's afraid of something. Death. Taxes. Bees. Dogs. Love. Carnival workers. Ocelots. (I am afraid of the number 34 and the color "puce.") Characters \ suffer from their own personal fears relevant to the story at hand. Characters without fear are basically robots who use their pneumatic doom-claws to puncture any sense of engagement and belief we have in the story you've created. The great thing about being a storyteller isn't just giving characters fear — it's ensuring that that their fears will arise and be present in the tale at hand. You shall be cruel. This cruelty shall be great fun and a veritable giggle-fest because storytellers are dicks.

5. Internal Conflict

"I am in love with Steve, but I also love my job as a diplomat to the Raccoon People of the Hollow Earth. But Steve is allergic to raccoons! But I may be the only person who can stop the Raccoon People from invading Canada! BY THE GODS WHAT SHALL I DO?" Great characters suffer from internal conflict. They don't know what they want. Or how to get all the things they want. Position your characters between the Scylla and Charybdis of hard choices: choices that compete with one another. Giving characters these emotional, intellectual, soul-testing conundrums is sweet meat for the audience — the meat of conflict, the meat of drama. Further, it allows us to relate to these characters (as we all have to make hard choices) and gives us a reason to keep reading (because we want to know the character's choices in the face of these inner conflicts).

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