&
Advertise Here with Today.com
 

Jan 06 2009

Engaging Secondary Characters: Distinctiveness and Memorability

Published by ravyn at 12:03 am under Character building, On gaming, On writing Edit This

So you’ve decided you want to design a character who’s going to catch on. How do you do it, then?

Step one: memorability. This usually comes from a distinctive trait that the character possesses.

As I pointed out yesterday, memorability is vital to the character’s role in the story; after all, if nobody can remember a character, how are they ever going to get attached, or find it worthwhile to take the time to get to know her? As an added bonus, providing a memorable feature will make it easy for you to differentiate this character from the others. So let’s get started!

The distinctive feature might be appearance; it’s certainly the easiest. Most people stay in the “safe” range of unusual eye color, hair color, or hair pattern, or venture out into scars or birthmarks. But those aren’t the only options. It could be build—size, weight, that sort of thing. (Warning, though; it’s really, really easy for people to get the wrong impression from a character whose ‘unique factor’ is bust size. Particularly since it’s such a common shortcut.) It might be choice of clothing—always wearing lace, favoring a certain color, never going anywhere without a long coat. Or perhaps accessories: a ubiquitous belt pouch (particularly in a modern setting or the like where belt pouches aren’t the norm), a headscarf, a certain piece of jewelry. These are all visual, though; consider other senses. What about an unusual flavor of cologne or perfume, or a scent that implies that its owner either bathes more or less regularly than those around her? What about gear that clatters as the character moves, or a voice with a distinctive timbre? How about quivering hands, or an uneven gait, or a tendency to hold absolutely still?

Speaking of how they talk, that in itself can provide a lot of room for distinctiveness. Accents are a big factor, but they’re by no means the only one. A character can set herself apart by using longer words, using shorter words, misusing words, defaulting to a theme when constructing similes and metaphors, full command of a certain field’s jargon, or a number of other possibilities. Catchphrases can also be used, but they’re so easy to overuse that avoiding them is probably a better idea.

Then we have habits. A character might bite fingernails or pluck at eyelashes; might perpetually fiddle with hands or hair or whatever happens to be handy. Maybe they’re paranoid and check every room for hidden doors and people in the shadows. They might have gotten something from religion or superstition: making a god’s sign under certain circumstances, carefully avoiding stepping on the mortar between cobblestones, whispering an apology to a tree after breaking its branches. This is another trait that can double as character exposition, with the added bonus of showing off the character’s culture (or the contrast between character and culture) a little.

Consider also position: rank, or level of power, or even being involved in a specialized job, can carry a memorability all their own. People might forget guards, but remember the captain of the guard; ignore shopkeepers, but remember the trader who shows up once a week with ancient relics and can explain what they are. Think also about how this works in existing settings. I’ve never played in the Forgotten Realms, but even I know who Elminster is; similarly, there are very few Exalted players who couldn’t tell you at least a couple things about Kejak, the Scarlet Empress, and/or the Bull of the North, while the canonicals with less status often blend together.

Accomplishments can also set a character apart and make her memorable. You hear a lot of stories from gamers about previously unheard of NPCs becoming more important to the group (whether they were or not) because of some lucky rolls, how they weathered a certain fight or something else they did. Likewise, in a scene involving a throng of similar people, it’s the one who does something different that’s going to stand out. It doesn’t even need to be a different action, just a different style: I had a player who picked a pair of demons out of a crowd by the tempo at which they keened, and my group once gave a zombie gunner they were fighting the nickname Overly Affectionate Zombie (OAZ), after it responded to having its cannon jammed by attempting a grapple instead.

In sum, the first step to ensuring your secondary character will engage the audience is memorability.

Want to do more with secondary characters? You can find more links here.

Share and Enjoy:
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google
Advertise Here with Today.com

8 Responses to “Engaging Secondary Characters: Distinctiveness and Memorability”

  1. *lynne*on 06 Jan 2009 at 12:14 am edit this

    Hi! You’ve got an excellent site here, I’m going to have to send my other personality, the writer, over here to study what you’ve posted. We’re passed the finish line in last year’s NaNo but the tale has a long way to go before it can be considered complete. I’m sure your tips will help!

    Cheers,
    *lynne*

  2. Viriathaon 06 Jan 2009 at 1:45 am edit this

    The most useful tool I’ve found for creating memorable NPCs is RPG Tips One-Sentence NPC tool. You can either use their generator to get one at random or download them all in PDF.

    http://www.roleplayingtips.com/tools/one_sentence_npc_generator.php

  3. Brickwallon 06 Jan 2009 at 4:47 am edit this

    I never got Overly Affectionate Zombie. I mean, zombies normally try to nom people, so wouldn’t the grapply one be Appropriately Affectionate Zombie?

  4. veingloryon 06 Jan 2009 at 7:03 am edit this

    I wish more people would think about secondary characters. I have writers and even publishers say you can’t have secondary characters in a novella or short story. Sure you can! They are the spice that makes the whole thing work :)

  5. ravynon 06 Jan 2009 at 12:49 pm edit this

    Lynne: Welcome! I can’t wait to see you here again.

    Viriatha: Interesting, though I’m not entirely sure how many of them fit the kinds of worlds I work in. Better to suit them to the situation, I think.

    Brick: Hey, don’t look at me, I didn’t name him.

    Veinglory: That’s rather depressing. Sure, you’re not going to be able to go into massive amounts of detail on a secondary character in that short a timeframe, but do they think the protagonists exist in a vacuum or something? Note to self: Write a few counterexamples.

  6. Noumenonon 06 Jan 2009 at 12:55 pm edit this

    Did you delete this post and redo it? ‘Cause I saw the OAZ thing twice, but the first half of the post is super awesome and I don’t remember seeing it or I would have copied it down into my Character Notes file the first time I read it.

  7. ravynon 06 Jan 2009 at 3:00 pm edit this

    No, this isn’t a delete and redo; OAZ might’ve been mentioned around the time the group actually fought him/it, but not the rest of this.

  8. Brickwallon 06 Jan 2009 at 5:17 pm edit this

    Overly Affectionate Zombie clings onto memories almost as well as he does onto meatbags. Awww.

Trackback URI | Comments RSS

Leave a Reply

Advertise Here