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Character

How to build characters readers follow: want and need, the lie and the wound, arc types, agency, motivation and stakes, Sanderson's sliding scales, McKee's character under pressure, antagonists, supporting casts and archetypes, voice, and the common failures. Plot shape is in story structure; point of view, dialogue and prose are in scenes and prose. Cultures, religions and professions that shape a character's values are in societies and cultures.

What a character is for

A character is a set of desires and choices the reader can follow. Traits, backstory and appearance matter only in so far as they explain or complicate choices.

LayerQuestionExample (Scrooge, A Christmas Carol, 1843)
Wantwhat do they consciously pursue?money, and to be left alone
Needwhat do they actually lack?connection to other people
Liewhat false belief keeps them from the need?that money protects him and people are a cost
Wound / ghostwhat past event planted the lie?a lonely childhood; losing his fiancée Belle to his love of money
Stakeswhat happens if they fail?a lonely death, unmourned, and Tiny Tim's death
Choicewhat decision shows who they really are?whether to change once he has seen the future
Changewho are they at the end?generous, part of his family and community

The rest of this sheet expands each row.

Want vs need

The want is the external, conscious goal that drives the plot. The need is the internal lack that drives the theme. The best stories put them in tension: getting the want requires facing the need, or the character must give up the want to get the need.

WantNeed
Visibleyes: the reader can see progressoften hidden from the character
Typeexternal: an object, a win, a person, escapeinternal: a truth, a change of belief or behavior
Drivesplot, scenes, try/fail cyclesarc, theme, the climax's meaning
Resolvesat the climax (won or lost)at the moment of choice, usually just before or at the climax
Testcould you photograph success?would the character deny they need it?
CharacterWantNeed
Elizabeth Bennet (Pride and Prejudice, 1813)to marry for love, not money; to be right about peopleto see past her own first impressions and pride
Luke Skywalker (Star Wars, 1977)to leave the farm and have adventuresto trust something beyond himself (the Force)
Pip (Great Expectations, 1861)to become a gentleman and win Estellato value loyalty (Joe, Magwitch) over status
Dorothy (The Wonderful Wizard of Oz, 1900)to get home to Kansas(in the 1939 film especially) to value home and the people in it

John Truby's seven key steps (The Anatomy of Story, 2007) put the pair at the start of plot design:

#StepMeaning
1Weakness and needthe flaw holding the hero back, and what they must fix; Truby splits need into psychological (hurts self) and moral (hurts others)
2Desirethe specific goal (the want)
3Opponentthe character who wants the same thing or stops the hero getting it
4Planthe hero's strategy to beat the opponent
5Battlethe final conflict that decides who wins
6Self-revelationthe hero learns who they really are (meets the need)
7New equilibriumthe world returns to normal, with the hero changed

The lie, the ghost and the wound

K. M. Weiland's Creating Character Arcs (2016) builds arcs from a set of linked terms. The vocabulary overlaps with screenwriting: John Truby's The Anatomy of Story (2007) calls the backstory event that still haunts the hero the ghost; many craft books call it the wound.

TermMeaningTest
The Lie the Character Believesa false belief about self or world that seems to protect themwould the character state it as common sense? ("Showing weakness gets you killed")
The Truththe thematic opposite of the Liedoes the climax prove it?
The Wantwhat the character thinks will fix their lifeusually something the Lie says they need
The Needwhat will actually fix it: accepting the Truthusually what the Lie says they must avoid
The Ghost / Woundthe past event that created or proved the Liedoes it explain the Lie without excusing it?
Normal Worldthe setting that shows the Lie at workdoes the opening show what the Lie costs?
Characteristic Momentthe first scene that shows who they aredoes it show the Lie and why we'll follow them?

How the pieces connect:

GHOST (past)   -> planted the LIE
LIE            -> shapes the WANT and blinds them to the NEED
WANT           -> drives the plot (try/fail)
FAILURES       -> expose the Lie's cost
CHOICE         -> accept the TRUTH (positive) or refuse it (negative)

Cautions:

  • Not every character needs a tragic backstory. A ghost can be small (a humiliation, a parent's offhand remark) and the reader rarely needs all of it; hint, then reveal late.
  • Trauma is not a personality. A wound should produce specific, surprising behavior, not generic brooding.
  • Avoid the "tragic backstory reveal" as a substitute for a present-tense story.

Arc types

Weiland's taxonomy has three main arcs; the negative arc has three variants. The examples are mine, not hers.

ArcStartsEndsTypical shapeExample
Positive changebelieves the Lieovercomes it; embraces the Truth; better offthe classic hero's arcScrooge; Elizabeth Bennet; Luke Skywalker
Flat (steadfast, testing)already holds the Truthholds it despite pressure; changes the world or other characters insteadthe world believes the Lie; the hero tests and spreads the TruthSherlock Holmes; many series detectives and action heroes
Negative: disillusionmentbelieves the Lielearns the Truth, but the Truth is bleak or tragic"the lightest" negative arc: ends with awarenessNick Carraway (The Great Gatsby, 1925)
Negative: fallbelieves the Lierefuses the Truth; sinks into a worse Lie; ruinrejects every chance to changeCaptain Ahab (Moby-Dick, 1851)
Negative: corruptionsees or holds the Truthknowingly rejects it for the Liea good person chooses darknessDorian Gray (1890); Michael Corleone (The Godfather, 1972 film)

Notes:

  • Flat arc ≠ flat character. E. M. Forster's Aspects of the Novel (1927) distinguished flat characters, "constructed round a single idea or quality", from round ones, whose test is "whether it is capable of surprising in a convincing way". A flat-arc protagonist can be richly round.
  • Ensembles mix arcs: one character changes, another stays steadfast and triggers the change, a third falls. Contrast makes the theme visible.
  • The arc is proven by a choice the character would not have made at the start, under pressure, at cost.

Agency and the active protagonist

Agency is the character's capacity to make choices that change the story. Readers follow people who want and act; they drift away from people things happen to.

PassiveActive
is summoned, rescued, told what to dodecides, plans, chooses between costs
reacts to every scene's eventsreacts, then sets a new goal (see scene and sequel in scenes and prose)
learns the solution from someone elseworks it out, often from their failures
wins because the villain blunderswins because of a choice or skill set up earlier
is the viewpoint on someone else's storyowns the central problem

Ways to add agency without changing the plot:

  • Give the character a plan in every act, even a bad one; let it fail ("no, and").
  • Make the character cause the inciting incident or the midpoint, not just witness them.
  • Replace a rescue with a trade: the character pays for help.
  • Let the character refuse something: refusal is a choice.
  • At the climax, the protagonist, not an ally or luck, makes the decisive choice.
  • Reactive openings are fine (the call to adventure happens to people); reactive midpoints and climaxes are not.

Motivation, goal, stakes, conflict

A chain from inside the character to the scene on the page. If a link is missing, the reader asks "why would they do that?" or "why should I care?".

LinkQuestionWeakStrong
Motivationwhy do they want it?"she's the chosen one"her brother is in the prison she is breaking into
Goalwhat, specifically, do they want now?"stop the evil"get the gate key from the warden before the night shift changes
Stakeswhat happens if they fail? (personal, not just global)"the world ends"her brother hangs at dawn, and she knows it will be her fault
Conflictwho or what stands in the way?vague dangerthe warden is her former mentor, who taught her every trick she knows

Rules:

  • Personal stakes beat global stakes. The end of the world is abstract; a sister's life is not. Tie the global to the personal.
  • Stakes must be credible. If the reader knows the hero cannot die (book one of a series), shift the stakes to something that can be lost: a friend, a secret, a relationship, self-respect.
  • Conflict comes in layers: character vs character, vs society, vs nature or the world, vs self. Strong scenes stack two or more.
  • Motivation by plot convenience is the most common fault: the character goes into the cellar because the plot needs them there. Fix it by giving them a reason that comes from their want or lie.

Sanderson's sliding scales

Brandon Sanderson's BYU writing lectures describe three independent scales that shape how readers respond to a character. His names have varied: earlier lectures use proactivity, likeability, competence; his 2025 lecture uses proactivity, relatability, capability.

ScaleHighLowReader effect
Proactivitymakes plans, pushes the plotreacts, waitsmakes readers follow the story; the most important of the three for a protagonist
Likeability / relatabilitykind, funny, sympathetic, understandablecruel, cold, alienmakes readers care
Competence / capabilityskilled, effectiveinept, out of their depthmakes readers admire and enjoy watching them work

How to use them:

  • Characters rarely max all three. A common pattern: strong on one, middling on another, low on the third, with the arc raising the low one.
  • Moving a slider is itself an arc: a bumbling apprentice gaining competence; a cold assassin becoming likeable.
  • A highly competent but unlikeable character (a Sherlock Holmes type) works if their proactivity is high and a likeable viewpoint (Watson) carries the reader.
  • A low-proactivity protagonist can work in early chapters if they are likeable or competent, but they must become proactive by the midpoint.
  • If the villain is far more proactive than the hero, readers root for the villain's plot. Give the hero small proactive moments early.

Characterization vs true character

Robert McKee's Story (1997) separates characterization, the sum of observable qualities (age, looks, job, speech, home, habits), from true character, which only choices reveal: "True character is revealed in the choices a human being makes under pressure—the greater the pressure, the deeper the revelation, the truer the choice to the character's essential nature."

CharacterizationTrue character
what the character looks like, says, ownswhat the character does when it costs something
set up by descriptionrevealed by dilemma
can be a maskshows what's under the mask
e.g. a polite, well-dressed, generous bankere.g. who, when his firm collapses, lets a junior employee take the blame

The most interesting characters show a contrast between the two: characterization says one thing, the choice under pressure says another. Build scenes as dilemmas: two goods (loyalty vs honesty) or two evils, not a good vs an evil.

Antagonists and villains

An antagonist is whoever or whatever opposes the protagonist's goal. A villain is an antagonist with bad intent. Not every antagonist is a villain: a rival, a loving parent, a storm, society, or the protagonist's own flaw can oppose.

PrincipleWhyHow
the antagonist has their own goala villain who exists only to oppose is a plot devicewrite the story from their side; what do they want on page 1?
they believe they are right (or have reasons)makes the conflict about valuesgive them a version of the Truth, or a different lie
they are competentthe hero's victory means nothing against a foollet them win the early rounds
they are proactivedrives pressure in the middlepinch points are their moves
they are tied to the protagonistraises personal stakesshared past, same goal, same love, same wound
they are defeated by the protagonist's changelinks plot and arcthe hero wins because they overcame the lie the villain exploited

Mirror and foil characters:

TypeDefinitionExample
Foilcontrasts with the protagonist to highlight a traitWatson's ordinariness highlights Holmes's brilliance
Mirror / shadowsimilar to the protagonist, but chose differentlyVictor Frankenstein and his creature (1818): creator and creation, each driven to revenge by what the other destroyed
Doublea literal or psychological twinJekyll and Hyde (1886)
Rivalwants the same thing, fairlytwo candidates for one post

The strongest antagonists are what the hero would become if they chose the lie: the villain embodies the negative arc the hero avoids.

Supporting cast and archetypes

Christopher Vogler's The Writer's Journey (1992; after Campbell and Jung) lists eight archetypes. Vogler treats them as functions a character performs, not fixed identities: one character can be a herald in act one and a shapeshifter in act two.

ArchetypeFunctionExample
Herothe character who sacrifices for others; the audience's way inLuke Skywalker
Mentorteaches, protects, gives gifts; often departs or diesObi-Wan Kenobi; Merlin; Gandalf
Threshold guardiantests the hero at a boundary; often an obstacle that can be passed or convertedthe cantina toughs; a doorman; a bureaucrat
Heraldannounces the need for change; delivers the callR2-D2 with Leia's message
Shapeshifterchanges or is unclear from the hero's view; loyalty in doubtthe lover who may betray; Han Solo early on
Shadowthe antagonistic force; the dark side of the heroDarth Vader
Allycompanion, sidekick, conscience, comic reliefSamwise Gamgee; Chewbacca
Trickstermischief, humor, disruption; deflates pomposityPuck; many animal sidekicks

Other functional roles:

RoleJobPitfall
Confidantthe person the hero talks to, so thoughts become dialoguebecomes an exposition dispenser; give them their own opinions
Love interesta relationship arc; often carries the B story and themeexists only as a reward; give them a goal independent of the hero
Foilcontrast (above)caricature
Comic relieftension releaseundercuts real stakes; give them a moment of seriousness
Reflectionshows the theme from another angleredundant if they make the same choice as the hero

Economy rule: combine functions where possible. Two minor characters who both give the hero advice can become one character with more to do. Each named character should want something.

Ensembles and relationships

An ensemble story splits the protagonist function across several characters. It needs:

  • A shared goal (the heist, the war, the voyage) plus conflicting personal goals inside the group.
  • Distinct roles (leader, planner, muscle, heart, wildcard) so each member is needed.
  • One anchor POV or a clear rotation, so readers know whose story each chapter is.
  • Different arcs: at least one positive, and often one flat and one negative, to show the theme from several sides.
  • Relationships that change: alliances, betrayals, romances. The dynamics between characters are often the story.
DynamicEngineWatch for
mentor–studentknowledge flows one way, then reversesthe mentor solves the student's problems
rivalssame goal, one winnersameness: make their methods differ
partners with opposite methodsargument and synthesisrepeated arguments with no progress
loversdesire vs obstacle (internal or external)the obstacle is only a misunderstanding a conversation would fix
familyobligation vs selfexposition about shared history they both know
enemies forced togetherproximity forces changesoftening too early
leader–followerloyalty testedfollowers without their own wants

Track each important relationship as its own mini-arc: where it starts, where it ends, and the turns in between.

Voice and distinctness

Each character should be recognizable without a dialogue tag. Voice is vocabulary, rhythm, what they notice, and what they avoid saying.

LeverExample: three characters see the same burned village
Vocabulary and registersoldier: "Two days cold. They went north." / scholar: "The pattern of the burning suggests a single ignition point."
Sentence lengththe soldier speaks in fragments; the scholar in subordinate clauses
What they noticethe soldier sees tracks; the healer sees the well; the merchant sees the granary
Metaphors from their worlda sailor's images come from the sea; a farmer's from weather and seasons
What they will not saythe one who lost family here talks only about logistics
Tics and tagsa repeated phrase, an oath, a habit; use sparingly

Build speech from the character's culture, class, education and profession; that is where worldbuilding shows up in dialogue (see societies and cultures).

Test: cover the tags on a page of dialogue. If you cannot tell who is speaking, differentiate by goal first (they want different things in the conversation), then by voice.

Introducing characters

The first appearance sets the reader's model of the character; later scenes revise it.

TechniqueDetail
Characteristic momentthe first scene shows the character doing something that sums them up, ideally their want and their flaw together
"Save the cat" momentBlake Snyder's term (Save the Cat!, 2005): early on, the hero does something that makes the audience like them and want them to win; Snyder's example is Aladdin sharing stolen bread with hungry children
Action before descriptionshow them doing, then add a detail or two
One vivid detailone specific, telling physical detail beats a head-to-toe inventory
Name with a handlea name plus a role or image ("Mara, the harbor pilot") helps readers file new names
Stagger introductionsno more than a few new named characters per scene; readers cannot track a crowd
Enter under pressurea character in a situation reveals more than a character in a waiting room

An unlikeable protagonist can work if they are compelling: proactive, competent, funny, or wronged. Likeability is one route to investment, not the only one.

Diversity and avoiding stereotypes

This is a craft issue: stereotypes are unspecific, and unspecific characters are weak characters.

  • Specificity over category. Give each character a particular history, contradictions, wants and a voice, not a set of traits borrowed from a group.
  • Watch the roles. If the only character from a group is the villain, the sidekick who dies, or the helper with no arc, readers notice. Count who has agency, goals and arcs.
  • Research lived experience: memoirs, interviews and writing by people from that group, not other outsiders' fiction.
  • Sensitivity (authenticity) readers: readers with relevant lived experience who flag inaccuracies and harmful patterns. Hire them after the draft is stable, pay them, and treat their notes like any other editorial feedback.
  • Invented peoples in fantasy and SF can reproduce real-world stereotypes (the "savage" nomads, the scheming merchants). Build cultures from their environment and history instead; see societies and cultures.

Common mistakes

MistakeSymptomFix
Mary Sue / Gary Stuthe character is good at everything, loved by all, never meaningfully failsgive real flaws that cost them; let them lose; make other characters disagree with them
Passive protagonistthe plot happens to themgoals and plans in every act; they cause the turns
Same-voice dialoguecharacters are interchangeable without tagsdifferentiate goals, then vocabulary, rhythm and what they notice
Motivation by plot convenience"why would she do that?"derive each choice from want, lie or stakes; or change the plot
Backstory dumppages of history on first appearancereveal backstory when the present story needs it
Arc by announcementthe character says they have changedprove it with a choice they would not have made in act one
Unmotivated villainevil for its own sakegive the villain a goal, a reason, and a plan
Too many charactersreaders confuse namesmerge functions; distinct names (different first letters and lengths)
Static supporting castallies exist to helpeach named character wants something and changes a little
Perfect victima wound with no effect on behaviorthe wound must produce specific choices and flaws
Trait listseye color, hobbies, star signpick traits that create conflict or explain choices

About "Mary Sue". The term comes from Paula Smith's 1973 parody "A Trekkie's Tale" in the Star Trek fanzine Menagerie, mocking idealised young female self-insert characters in fan fiction. It is a useful name for a real flaw (a character with no meaningful weaknesses or costs), but critics such as Valerie Frankel and Camille Bacon-Smith have pointed out that it is applied far more often to women than to equally overpowered male heroes, and can be used to police female characters and writers. Judge the character by the craft test (do they struggle, fail and pay?) rather than the label.

Templates and exercises

Character profile

NAME:                     ROLE (protagonist / antagonist / ally...):
ONE-LINE HANDLE (how readers will remember them):
 
WANT (external, concrete, could be photographed):
NEED (internal; what they'd deny they need):
LIE THEY BELIEVE:
THE TRUTH (thematic opposite):
GHOST / WOUND (event that planted the lie):
ARC TYPE: positive / flat / disillusionment / fall / corruption
 
MOTIVATION (why this want, now):
STAKES (personal; what they lose if they fail):
GREATEST FEAR:
WHAT THEY WILL NOT DO (a line they won't cross... yet):
 
SLIDERS (1-10)  proactivity __  likeability __  competence __
  which slider moves during the story, and when?
 
CHARACTERIZATION (look, job, home, habits - 3 telling details):
TRUE CHARACTER (the hardest choice they make, and what it shows):
 
VOICE: vocabulary / sentence length / what they notice /
  metaphors from / verbal tic / what they never say:
CHARACTERISTIC MOMENT (first scene):
 
KEY RELATIONSHIPS (for each: what they want from each other,
  how it changes):
FOIL / MIRROR:
ARCHETYPE FUNCTION(S) (herald, mentor, shapeshifter...):

Interview questions

Answer in the character's voice, first person, fast. Keep the answers that surprise you.

1.  What do you want more than anything right now?
2.  What would you never admit to wanting?
3.  What are you most afraid people will find out?
4.  Who do you blame for how your life turned out?
5.  What is the worst thing you have ever done? Why?
6.  What do you do in the first hour after waking?
7.  What do you own that you would run back into a fire for?
8.  Who taught you how the world works? Were they right?
9.  What makes you laugh? What makes you angry fast?
10. What do people get wrong about you?
11. What do you believe that most people around you don't?
12. What would you betray a friend for?
13. What does home mean to you, and where is it?
14. What do you say when you're lying?
15. What would have to happen for you to change your mind
    about the thing you're surest of?

Exercises

  1. Write your protagonist's want, need and lie in one sentence each. Check that the want and need pull against each other.
  2. Write the characteristic moment for your protagonist in under 300 words. It must show the want and the flaw.
  3. Put your protagonist in a dilemma between two goods (loyalty and honesty, safety and freedom). Write the scene; the choice is the point.
  4. Rewrite your antagonist's key scene from their point of view, where they are the hero.
  5. Take a page of dialogue, delete every tag, and hand it to a reader. Revise until they can tell who is speaking.
  6. Rate your main cast on Sanderson's three sliders. If two characters have the same profile, change one.
  7. Pick a public-domain novel and label its characters with Vogler's archetypes. Find one character who shifts function during the story.

References