DISCLAIMER: I have made and will make no money off of this post, and this is just my own take on one small part of the process outlined in Write Away. If you want to know more about Elizabeth George's methods for writing novels, I recommend that you buy her book.
Ah, psychoanalysis. Great for people AND characters. For those of you who have never been to therapy - WHY HAVEN'T YOU BEEN? Seriously. It's amazing. I'm going to agree with Dar Williams on this one.
Anyway, I ended last week by introducing a small piece of the book-writing process author Elizabeth George uses, which starts with characters instead of plot. In other words, instead of brainstorming what's going to happen in your book, you instead first figure out who is in your book. Think about it this way: let's say you decide, "I'm going to write a book about a bank robber lady who is involved in the biggest heist of her life. It takes months of planning and tons of work and at the last second, when she's standing inside the open safe she's just cracked, staring at 3 million dollars' worth of pure gold, she decides not to go through with it!"
Ok. Why doesn't she go through with it? Is it because she has sudden stomach pains? Because she gets bored? Because she realizes that the bank she's stealing from is owned by her lover's terminally ill father, and her long-hidden moral compass suddenly kicks into gear?
You have to know the answer to that question, because you have to set it up throughout the book, or else your big climactic moment won't make sense. And even if you know the answer, you have to know the why of that answer: does she have a strong moral compass that's been hidden because she was raised by nuns in an orphanage, and she's blocked out that sad, cold experience? Or were her parents renowned thieves, and this morality is a way of rebelling against them? The choice you make here will completely change the kind of book you're writing. And if you don't choose, you might end up at that pivotal plot point, with your bank robber standing in the safe, and she won't cooperate and walk away. She wants to take the damn money. And then you fight with her.
I've been there. Not fun.
So, instead, George recommends something she calls character analysis, which is a lot closer to actual psychoanalysis than you might think. You make a list of important information, including the basics (name, age, etc), and fill in the blanks for each important character. This list includes: Core Need, Pathological Maneuver, Sexuality, Essential Past Event, and Core Desire. I'll take a brief look at each of these.
Core Need: this is, quite simply, the gas that powers a person's engine. This is the one thing they need, that, as George says, "when denied, results in whatever constitutes his psychopathology." Examples might be the need to be good at everything you do, the need for excitement, the need to always be right, and so on.
Pathological Maneuver: this is directly related to the Core Need. When a person's core need is denied - or when they are under serious stress in general - how do they respond? The person who needs to be good at everything would turn that stress inward on themselves; they would never act out. Internal core needs usually have internal pathological maneuvers when that need is denied, and vice versa. This behavior can be a ton of different things, though, from addictions to phobias to delusions and so on.
Sexuality: this is more than just sexual orientation. This is how a person sees and approaches sex, and a person's sexual history. You may have a character who is heterosexual, but that doesn't tell you anything except the gender of that character's partners. Does this character like sex? Is she addicted to it? Does she think it's shameful? How does she view her own pleasure? How many partners has she had? And so on.
Essential Past Event: exactly what it sounds like - an event that was instrumental in shaping this person's life. Now, in real life, we all probably have at least a handful of these. But for the purposes of creating characters, it's helpful to choose just one or two. Did your character lose someone important to them? Did your character witness a crime, or was she a victim of a crime? Did her parents split up in a messy divorce?
Desire: this is always going to be related to a character's Core Need, somehow, but it's also much more immediate, and much more changeable. It's really what a character wants at any given moment. You can have a character's Desire for the novel as a whole, and then Desires for each scene (very helpful when writing those scenes, actually). Our bank robber's Desire for the whole novel might be to be insanely rich (or safe for life, which could lead back to her Core Need...), but her Desire in one scene might be to get out of an awkward conversation, or find out the code to the bank's safe, or just get some sleep.
To this list, I added two things when I was working on Cloudland: Religion and Spirituality. I did this because 1) I had a feeling that they were going to be important in a book about loss (which means a book in some ways about death, and the soul), and 2) for some people, religion and spirituality can be very, very different. And like Sexuality, these are about more than just what kind of church a person does or doesn't attend: they're about how that person feels about religion and spirituality in general. Is your character a dutiful Christian who attends church every week, but secretly feels there is no God? Is your character someone who distrusts organized religion, but prays to a higher power all the time anyway? And so on.
See? Pretty heavily psychological. It helps to have some familiarity with basic human behavioral psychology.
Next week: concrete examples of how this process worked when I was writing Cloudland.
Showing posts with label Write Away. Show all posts
Showing posts with label Write Away. Show all posts
Wednesday, June 19, 2013
Wednesday, June 12, 2013
How to Create Dull, Lifeless Characters, Or What Not To Do
Ok, my split personality disorder has subsided somewhat, mainly because I've finished editing a big chunk of Cloudland. I'm not actually done editing, period, but I'm taking a little break while my editor and I re-group.
Anyway, I now have the time (and attention) to write a little bit about characters, as I had promised.
One of the questions I often get has to do with characters. There are a lot of variations, but it goes something like: "How do you create three-dimensional, compelling, and interesting people, instead of boring flat unbelievable cardboard automatons?"
Excellent question.
To tell you the truth, I didn't know the answer to that question for a long time. An embarrassingly long time, actually. When I was writing plays, I used to just come up with ideas for characters, figure out the general details (age, appearance, career, etc), and then I would go on my merry way and, you know, write, like I was supposed to. Because only losers plan stuff, obviously.
You'll be shocked to learn that this didn't work very well. Not matter what I was writing, I would inevitably end up sitting in front of my computer, tearing out great fistfuls of my hair, and swearing at my characters (yes, out loud, like a crazy person), because they wouldn't do what I wanted them to do. I had fantastic ideas about where to take the story, but these people I had created would NOT cooperate for love or money. We would have frustrating arguments that would end with me throwing my hands in the air and deleting chunks of text, and writing more chunks, then deleting those and writing more, and so on, until I managed by pure stupid luck to write myself out of the corner I was in, and move on with the story.
Just as a side note, I now know that the fact that I was fighting with them instead of just making them do what I wanted (which is an option, by the way; it's called Bad Writing), was a good thing. It meant that I was forcing myself to create real, believable people, instead of robots. As a TOTAL side note, or really a side-track, this is one of the reasons I disliked The Grapes of Wrath; I felt as if Steinbeck was making his characters do things they really probably wouldn't do, because it made a better story. I felt the same way about The Memory Keeper's Daughter. I realize many of you may disagree with me, which is great, actually. Leave a comment and we can debate about it.
Anyway. Fun though that whole fighting thing was, let's call that crazy approach What Not To Do, shall we? So, what do you do, instead?
Another great question, and when I started working on my first novel, I had absolutely not one damn clue. So I did what writers do: I researched (incidentally, research is a great way to procrastinate). I went down to my local library and looked for books on writing, and found a book called Write Away, by British mystery novelist Elizabeth George. For those who don't know her, she's the highly successful author of the Inspector Lynley series, among others.
I have a confession, here. I didn't read the whole book, just a few pertinent bits. Sorry, Elizabeth.
At any rate, George has this whole process for conceiving, planning, and writing a novel down pat (something I think you pick up when you are a prolific mystery writer), one of which is to start with your characters, instead of starting with the story. You can and should have your seed, but before you build this glorious plot, build characters who will interact with it first.
Well, duh, right? Apparently not, since I hadn't figured that out on my own.
Ok, this is now a very long post. Before you all doze off, I'll end here - and I'll expand on how George recommends building those characters, and how I used her advice when I was writing Cloudland, next week.
In the meantime, leave comments and tell me why I'm wrong about Steinbeck :)
Anyway, I now have the time (and attention) to write a little bit about characters, as I had promised.
One of the questions I often get has to do with characters. There are a lot of variations, but it goes something like: "How do you create three-dimensional, compelling, and interesting people, instead of boring flat unbelievable cardboard automatons?"
Excellent question.
To tell you the truth, I didn't know the answer to that question for a long time. An embarrassingly long time, actually. When I was writing plays, I used to just come up with ideas for characters, figure out the general details (age, appearance, career, etc), and then I would go on my merry way and, you know, write, like I was supposed to. Because only losers plan stuff, obviously.
You'll be shocked to learn that this didn't work very well. Not matter what I was writing, I would inevitably end up sitting in front of my computer, tearing out great fistfuls of my hair, and swearing at my characters (yes, out loud, like a crazy person), because they wouldn't do what I wanted them to do. I had fantastic ideas about where to take the story, but these people I had created would NOT cooperate for love or money. We would have frustrating arguments that would end with me throwing my hands in the air and deleting chunks of text, and writing more chunks, then deleting those and writing more, and so on, until I managed by pure stupid luck to write myself out of the corner I was in, and move on with the story.
Just as a side note, I now know that the fact that I was fighting with them instead of just making them do what I wanted (which is an option, by the way; it's called Bad Writing), was a good thing. It meant that I was forcing myself to create real, believable people, instead of robots. As a TOTAL side note, or really a side-track, this is one of the reasons I disliked The Grapes of Wrath; I felt as if Steinbeck was making his characters do things they really probably wouldn't do, because it made a better story. I felt the same way about The Memory Keeper's Daughter. I realize many of you may disagree with me, which is great, actually. Leave a comment and we can debate about it.
Anyway. Fun though that whole fighting thing was, let's call that crazy approach What Not To Do, shall we? So, what do you do, instead?
Another great question, and when I started working on my first novel, I had absolutely not one damn clue. So I did what writers do: I researched (incidentally, research is a great way to procrastinate). I went down to my local library and looked for books on writing, and found a book called Write Away, by British mystery novelist Elizabeth George. For those who don't know her, she's the highly successful author of the Inspector Lynley series, among others.
I have a confession, here. I didn't read the whole book, just a few pertinent bits. Sorry, Elizabeth.
At any rate, George has this whole process for conceiving, planning, and writing a novel down pat (something I think you pick up when you are a prolific mystery writer), one of which is to start with your characters, instead of starting with the story. You can and should have your seed, but before you build this glorious plot, build characters who will interact with it first.
Well, duh, right? Apparently not, since I hadn't figured that out on my own.
Ok, this is now a very long post. Before you all doze off, I'll end here - and I'll expand on how George recommends building those characters, and how I used her advice when I was writing Cloudland, next week.
In the meantime, leave comments and tell me why I'm wrong about Steinbeck :)
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