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.
| Layer | Question | Example (Scrooge, A Christmas Carol, 1843) |
|---|---|---|
| Want | what do they consciously pursue? | money, and to be left alone |
| Need | what do they actually lack? | connection to other people |
| Lie | what false belief keeps them from the need? | that money protects him and people are a cost |
| Wound / ghost | what past event planted the lie? | a lonely childhood; losing his fiancée Belle to his love of money |
| Stakes | what happens if they fail? | a lonely death, unmourned, and Tiny Tim's death |
| Choice | what decision shows who they really are? | whether to change once he has seen the future |
| Change | who 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.
| Want | Need | |
|---|---|---|
| Visible | yes: the reader can see progress | often hidden from the character |
| Type | external: an object, a win, a person, escape | internal: a truth, a change of belief or behavior |
| Drives | plot, scenes, try/fail cycles | arc, theme, the climax's meaning |
| Resolves | at the climax (won or lost) | at the moment of choice, usually just before or at the climax |
| Test | could you photograph success? | would the character deny they need it? |
| Character | Want | Need |
|---|---|---|
| Elizabeth Bennet (Pride and Prejudice, 1813) | to marry for love, not money; to be right about people | to see past her own first impressions and pride |
| Luke Skywalker (Star Wars, 1977) | to leave the farm and have adventures | to trust something beyond himself (the Force) |
| Pip (Great Expectations, 1861) | to become a gentleman and win Estella | to 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:
| # | Step | Meaning |
|---|---|---|
| 1 | Weakness and need | the flaw holding the hero back, and what they must fix; Truby splits need into psychological (hurts self) and moral (hurts others) |
| 2 | Desire | the specific goal (the want) |
| 3 | Opponent | the character who wants the same thing or stops the hero getting it |
| 4 | Plan | the hero's strategy to beat the opponent |
| 5 | Battle | the final conflict that decides who wins |
| 6 | Self-revelation | the hero learns who they really are (meets the need) |
| 7 | New equilibrium | the 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.
| Term | Meaning | Test |
|---|---|---|
| The Lie the Character Believes | a false belief about self or world that seems to protect them | would the character state it as common sense? ("Showing weakness gets you killed") |
| The Truth | the thematic opposite of the Lie | does the climax prove it? |
| The Want | what the character thinks will fix their life | usually something the Lie says they need |
| The Need | what will actually fix it: accepting the Truth | usually what the Lie says they must avoid |
| The Ghost / Wound | the past event that created or proved the Lie | does it explain the Lie without excusing it? |
| Normal World | the setting that shows the Lie at work | does the opening show what the Lie costs? |
| Characteristic Moment | the first scene that shows who they are | does 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.
| Arc | Starts | Ends | Typical shape | Example |
|---|---|---|---|---|
| Positive change | believes the Lie | overcomes it; embraces the Truth; better off | the classic hero's arc | Scrooge; Elizabeth Bennet; Luke Skywalker |
| Flat (steadfast, testing) | already holds the Truth | holds it despite pressure; changes the world or other characters instead | the world believes the Lie; the hero tests and spreads the Truth | Sherlock Holmes; many series detectives and action heroes |
| Negative: disillusionment | believes the Lie | learns the Truth, but the Truth is bleak or tragic | "the lightest" negative arc: ends with awareness | Nick Carraway (The Great Gatsby, 1925) |
| Negative: fall | believes the Lie | refuses the Truth; sinks into a worse Lie; ruin | rejects every chance to change | Captain Ahab (Moby-Dick, 1851) |
| Negative: corruption | sees or holds the Truth | knowingly rejects it for the Lie | a good person chooses darkness | Dorian 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.
| Passive | Active |
|---|---|
| is summoned, rescued, told what to do | decides, plans, chooses between costs |
| reacts to every scene's events | reacts, then sets a new goal (see scene and sequel in scenes and prose) |
| learns the solution from someone else | works it out, often from their failures |
| wins because the villain blunders | wins because of a choice or skill set up earlier |
| is the viewpoint on someone else's story | owns 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?".
| Link | Question | Weak | Strong |
|---|---|---|---|
| Motivation | why do they want it? | "she's the chosen one" | her brother is in the prison she is breaking into |
| Goal | what, specifically, do they want now? | "stop the evil" | get the gate key from the warden before the night shift changes |
| Stakes | what happens if they fail? (personal, not just global) | "the world ends" | her brother hangs at dawn, and she knows it will be her fault |
| Conflict | who or what stands in the way? | vague danger | the 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.
| Scale | High | Low | Reader effect |
|---|---|---|---|
| Proactivity | makes plans, pushes the plot | reacts, waits | makes readers follow the story; the most important of the three for a protagonist |
| Likeability / relatability | kind, funny, sympathetic, understandable | cruel, cold, alien | makes readers care |
| Competence / capability | skilled, effective | inept, out of their depth | makes 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."
| Characterization | True character |
|---|---|
| what the character looks like, says, owns | what the character does when it costs something |
| set up by description | revealed by dilemma |
| can be a mask | shows what's under the mask |
| e.g. a polite, well-dressed, generous banker | e.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.
| Principle | Why | How |
|---|---|---|
| the antagonist has their own goal | a villain who exists only to oppose is a plot device | write the story from their side; what do they want on page 1? |
| they believe they are right (or have reasons) | makes the conflict about values | give them a version of the Truth, or a different lie |
| they are competent | the hero's victory means nothing against a fool | let them win the early rounds |
| they are proactive | drives pressure in the middle | pinch points are their moves |
| they are tied to the protagonist | raises personal stakes | shared past, same goal, same love, same wound |
| they are defeated by the protagonist's change | links plot and arc | the hero wins because they overcame the lie the villain exploited |
Mirror and foil characters:
| Type | Definition | Example |
|---|---|---|
| Foil | contrasts with the protagonist to highlight a trait | Watson's ordinariness highlights Holmes's brilliance |
| Mirror / shadow | similar to the protagonist, but chose differently | Victor Frankenstein and his creature (1818): creator and creation, each driven to revenge by what the other destroyed |
| Double | a literal or psychological twin | Jekyll and Hyde (1886) |
| Rival | wants the same thing, fairly | two 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.
| Archetype | Function | Example |
|---|---|---|
| Hero | the character who sacrifices for others; the audience's way in | Luke Skywalker |
| Mentor | teaches, protects, gives gifts; often departs or dies | Obi-Wan Kenobi; Merlin; Gandalf |
| Threshold guardian | tests the hero at a boundary; often an obstacle that can be passed or converted | the cantina toughs; a doorman; a bureaucrat |
| Herald | announces the need for change; delivers the call | R2-D2 with Leia's message |
| Shapeshifter | changes or is unclear from the hero's view; loyalty in doubt | the lover who may betray; Han Solo early on |
| Shadow | the antagonistic force; the dark side of the hero | Darth Vader |
| Ally | companion, sidekick, conscience, comic relief | Samwise Gamgee; Chewbacca |
| Trickster | mischief, humor, disruption; deflates pomposity | Puck; many animal sidekicks |
Other functional roles:
| Role | Job | Pitfall |
|---|---|---|
| Confidant | the person the hero talks to, so thoughts become dialogue | becomes an exposition dispenser; give them their own opinions |
| Love interest | a relationship arc; often carries the B story and theme | exists only as a reward; give them a goal independent of the hero |
| Foil | contrast (above) | caricature |
| Comic relief | tension release | undercuts real stakes; give them a moment of seriousness |
| Reflection | shows the theme from another angle | redundant 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.
| Dynamic | Engine | Watch for |
|---|---|---|
| mentor–student | knowledge flows one way, then reverses | the mentor solves the student's problems |
| rivals | same goal, one winner | sameness: make their methods differ |
| partners with opposite methods | argument and synthesis | repeated arguments with no progress |
| lovers | desire vs obstacle (internal or external) | the obstacle is only a misunderstanding a conversation would fix |
| family | obligation vs self | exposition about shared history they both know |
| enemies forced together | proximity forces change | softening too early |
| leader–follower | loyalty tested | followers 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.
| Lever | Example: three characters see the same burned village |
|---|---|
| Vocabulary and register | soldier: "Two days cold. They went north." / scholar: "The pattern of the burning suggests a single ignition point." |
| Sentence length | the soldier speaks in fragments; the scholar in subordinate clauses |
| What they notice | the soldier sees tracks; the healer sees the well; the merchant sees the granary |
| Metaphors from their world | a sailor's images come from the sea; a farmer's from weather and seasons |
| What they will not say | the one who lost family here talks only about logistics |
| Tics and tags | a 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.
| Technique | Detail |
|---|---|
| Characteristic moment | the first scene shows the character doing something that sums them up, ideally their want and their flaw together |
| "Save the cat" moment | Blake 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 description | show them doing, then add a detail or two |
| One vivid detail | one specific, telling physical detail beats a head-to-toe inventory |
| Name with a handle | a name plus a role or image ("Mara, the harbor pilot") helps readers file new names |
| Stagger introductions | no more than a few new named characters per scene; readers cannot track a crowd |
| Enter under pressure | a 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
| Mistake | Symptom | Fix |
|---|---|---|
| Mary Sue / Gary Stu | the character is good at everything, loved by all, never meaningfully fails | give real flaws that cost them; let them lose; make other characters disagree with them |
| Passive protagonist | the plot happens to them | goals and plans in every act; they cause the turns |
| Same-voice dialogue | characters are interchangeable without tags | differentiate 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 dump | pages of history on first appearance | reveal backstory when the present story needs it |
| Arc by announcement | the character says they have changed | prove it with a choice they would not have made in act one |
| Unmotivated villain | evil for its own sake | give the villain a goal, a reason, and a plan |
| Too many characters | readers confuse names | merge functions; distinct names (different first letters and lengths) |
| Static supporting cast | allies exist to help | each named character wants something and changes a little |
| Perfect victim | a wound with no effect on behavior | the wound must produce specific choices and flaws |
| Trait lists | eye color, hobbies, star sign | pick 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
- Write your protagonist's want, need and lie in one sentence each. Check that the want and need pull against each other.
- Write the characteristic moment for your protagonist in under 300 words. It must show the want and the flaw.
- Put your protagonist in a dilemma between two goods (loyalty and honesty, safety and freedom). Write the scene; the choice is the point.
- Rewrite your antagonist's key scene from their point of view, where they are the hero.
- Take a page of dialogue, delete every tag, and hand it to a reader. Revise until they can tell who is speaking.
- Rate your main cast on Sanderson's three sliders. If two characters have the same profile, change one.
- Pick a public-domain novel and label its characters with Vogler's archetypes. Find one character who shifts function during the story.
References
- K. M. Weiland, Creating Character Arcs (PenForASword, 2016) and Helping Writers Become Authors: negative arcs (opens in a new tab): the lie, want, need, ghost; positive, flat and negative arcs
- John Truby, The Anatomy of Story (Faber and Faber, 2007): the ghost, weakness and need, the seven key steps
- Robert McKee, Story: Substance, Structure, Style, and the Principles of Screenwriting (ReganBooks, 1997): characterization vs true character
- E. M. Forster, Aspects of the Novel (1927): flat and round characters
- Christopher Vogler, The Writer's Journey: Mythic Structure for Writers (Michael Wiese Productions, 1992; 3rd ed. 2007): the eight archetypes as functions
- The Writer's Journey (Wikipedia) (opens in a new tab): editions and archetype list
- Brandon Sanderson, Creating proactive, relatable, and capable characters (lecture 5, 2025) (opens in a new tab): the sliding scales
- Blake Snyder, Save the Cat! (Michael Wiese Productions, 2005): the "save the cat" moment
- Mary Sue (Wikipedia) (opens in a new tab): Paula Smith's 1973 origin and the gendered criticism
- A Trekkie's Tale (Fanlore) (opens in a new tab): the original parody and Menagerie #2
- Charles Dickens, A Christmas Carol (1843); Jane Austen, Pride and Prejudice (1813): public-domain arc examples used above