Every interesting character has their strengths and their
weaknesses; the first enables them to compete in the storyline, and the second
makes it difficult for them to succeed. Whether it’s their raw intelligence
coupled with overweening pride, incredible strength paired against low wits, or
tact and guile against callous character, each individual struggles and fights
against things. These characteristics are, importantly, not external but rather
internal, byproducts of the individual’s own character and not the events
around them, though both will motivate the story. This balance between strength
and weakness is of utmost importance to develop interesting, character-driven
stories in all fiction, but it’s incredibly difficult to do well. Just the few
examples I listed seem fairly trite, but executed properly they form the
foundations for some of the most interesting characters you and I know. So how
do they do it? Let’s look at it from a roleplaying perspective.
As I’ve stressed many times before, roleplaying is, almost
by definition, social. It involves other people and their characters, and for
each one you add the world gets a little bit more crowded. Because of this, we
cannot simply settle for the metric provided by traditional authors—that is, a
hero whose main enemy is circumstance, and he rises up against them with his
strengths. Even these characters have weaknesses, flaws, and shortcomings, but
they seem minor in light of their overwhelming prowess and capabilities. To
maintain a compelling flow of the story, these heroes may brush against their
weaknesses but never so hard as to fail at the end of the story—not traditionally,
anyway. They may strike a lowest point near the end of the arc, but undoubtedly
they rise again and save the day.
But take a moment and examine the characters around them. In
a typical story, there is usually only one hero—though there may be as many as
three to five depending on the scope and size—but surrounding the hero are many
complementary characters. These characters are often much more like people you
might expect to meet on the streets. They’re lacking in courage, struggle
against their daily problems, and they’re doing their best to make a way in
this troublesome world. These cast members are more similar to what we act when
we roleplay.
If we have models to which we write our roleplaying
characters, it’s within those individuals. I’ve talked about it in length in
another post, so let me come back to the idea at hand: how do we show strengths
and weaknesses?
To take the route writers do with their heroes is
disastrously dull in roleplay. For the sake of a numeric visual, let’s suppose
that heroes spend 20% of their time battling their personal weaknesses, and 80%
of their time extolling their strengths upon the storyline. This is an
arbitrary ratio as it may change depending on the writer, story, and character,
but the idea remains the same. The problem, though, is people who do this in
roleplay end up creating something much less than a compelling story. Once one
character does it, they all need to do it, and it becomes a glorified pissing
fest who can slay the most monsters in one room. Every characters matches
another in skill, wealth, and grace, and anything significant cannot be taken
at face value: it must be shouted the loudest.
You know how you make something impactful? You make it
scarce first.
Gold is valuable because it’s difficult to get. If you want
your character’s victories to mean something, you need to make them rare, and
you do that by focusing on their weaknesses. You need to spend so much time
talking about the things they’re doing wrong, so when they finally succeed it
feels like a true victory, not just what you expected to happen. If you want a
situation to actually have drama, you need to be willing to let your character
fall on their face, even if you’re roleplaying a powerful person. This can be
incredibly difficult.
No one likes to write about their character messing up
(though this is why I write so staunchly against the idea of escapism). Even
the best of roleplayers still feel a connection with their character, a pain
when they fail and a satisfaction when they succeed. It can be incredibly
tempting to just push that button relentlessly, then, always allowing them to win
one trial after another. There’s a numb sort of satisfaction in letting things
just go right for once, but it’s similar to satisfying a hunger when all you’re
eating is candy bars.
Real victory brings real satisfaction. Real victories come
from real dramas, and real dramas come from characters who have a serious
chance at losing. How are you going to do that, if you’re always only writing
about your character’s strengths and accomplishments? I said before that heroes
are written on a sort of 4:1 ratio—for every weak moment they have, you have
four strong ones. For roleplaying characters, I would switch this around.
Your character is smart? Good. Let them be stumped four
times by an opponent before they manage to master it. Your character is a
fighter? Let them be bested by a strong foe again and again before they finally
succeed. This is the beginning of making them feel real, but those examples are
Strength versus Threat, not Strength versus Weakness, and there’s a difference.
Threats are external, and the problem with those motivating
the story is you have to make them more and more ridiculous to create drama.
Okay, so the first Knight was difficult, but you finally bested them. By the end
of the story, you’re hacking down legions of men to break into a sweat. This is
okay and will be a part of the story, but the real savory stuff comes from the
internal conflicts—that is, when a character’s Strengths butt up against their
own shortcomings.
If a character is really good at solving problems, you need
to show me why they’re not simply ruler of the planet. If every time you bump
up against an issue you beat it in short order, then wouldn’t that care have
long since recognized their ability to win everything and just gone straight to
the top? Think about what hinders real people—yeah, external factors (i.e. life
sucks) can be a big part of it, but you’re kidding yourself if you think that’s
the whole of it. Battling with issues of laziness, apathy, identity, vanity,
avarice, gluttony, independence, and so much more are just the beginnings of
making a character look like a real human being.
Your character will face struggles, whether they’re internal
or external, but in order to make victory worthwhile, the struggle has to be
worthwhile first. Play up your character’s weakness, tell me what they’re not
good at. Show them to me in an environment they’re uncomfortable with, and then
really show me why they’re
uncomfortable with it, after they fail. It’s hard, because it makes your
characters a lot more vulnerable. There’s always the fear some character will
scoff at yours for not being able to knock down every enemy in the room, and
then you feel somehow personally at fault. You just have to fight through that.
It’s worth it!
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