Polishing the Character Diamond

Last week I blogged about my rough ideas on the character diamond. I’ve gotten a lot of positive responses to it, and we even talked about it internally at work. Since I posted, I’ve become a little less enamored with the side traits (I don’t seem to be using them much, and they feel like a justification of the diamond shape more than a useful tool). However, two of my coworkers came up with a really cool idea on what to do with those points that makes the diamond shape even more exciting. Let’s look at the diamond again:

Capture The top and bottom traits are just as I discussed in the last entry. The left and right points, however, are now a spectrum going from the past to the future, almost like a line drawn through the center of the diamond.

The left trait is what the character is at at the start of the character arc. This is the core of their desire, the thing that they want or need to change that propels them forward through their arc. In Jane’s case, she’s self-conscious of herself, and this is what makes her flirty and scared.

The right trait is the character’s evolution – where she will end up as she grows and changes. Through the course of the story, Jane will be tested and tried, but as she gets what she needs, she grows from being self-conscious to being loyal.

I’m really digging this, because now the diamond becomes a dimensional map of the character arc. You can imagine that the character starts in the top-left side of the diamond: Jane is flirty and self-conscious. As she goes through the story, she dips closer and closer to being scared (as her bottom trait peeks out more and more due to the stress that the conflicts will bring), before she redefines herself as a loyal woman.

Even cooler, flipping the left and right traits gives you a totally different character arc: Jane is a loyal but flirty character who, through being secretly scared, ends up becoming very self-conscious. In this case, the character arc isn’t a positive change for Jane, but it’s still very much a progression.

From here, you can flesh in details, but a story is already taking shape, and more so than it was in my previous attempt. It’s still something you can sketch on a napkin or a whiteboard, but an entire story skeleton pops out to me now when I look at it, instead of just story potential.

Thoughts?

Marvelous Superheroes: Why It Haunts Me

After my post yesterday, I got into a comic book vibe and spent a number of hours poking at my ever-evolving superhero game, Marvelous Superheroes. I just put up a zip file of the 0.2 version on the “Free Stuff” page, in case you want to take a look at it. I realized that, as more and more people start expressing interest in the game, I should sit down and spell out my design goals. Plus, since not everyone was reading my LiveJournal when I put up the original draft, I thought I should go over some of the game’s history. So this is, collectively, a discussion of why this game haunts me.

This is copied and pasted from my current draft on the eventual 0.3 release, thus allowing me to make a blog post without actually spending any time writing it. That’s efficiency, that is.

Introduction

I’ve been a fan of various superhero game systems for over twenty years, but none of them quite worked the way I wanted them to. I was familiar with Fudge for over a decade and liked the idea of it (especially the open source ethos), but it also had some weirdly complex areas that seemed unnecessary and kept me from really trying out the system. Meanwhile, a public domain game called 4C was released. It was a more streamlined version of my favorite superhero system, but it went in a different direction than I would have gone in.

One day, in thinking over some house rules for a superhero campaign I wanted to run, I considered converting 4C and Fudge into a new game, so I would have more flexibility in terms of rules hacking down the road. I found a great article by Steve Kenson on the “Superlative System,” and that started me on the road to what eventually became Marvelous Superheroes.

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Jenny Everywhere and the Remixing of Fiction

One of the things I’ve always had kicking around in the back of my head was doing a story or series of stories using characters in the public domain.

I think some of this comes from the incredible League of Extraordinary Gentlemen (the comics, not the movie), but it goes back further than that. I’ve been a fan of Sherlock Holmes since I was a kid, and I’ve always been interested in other people’s take on the character. Many are pretty bad, but some are interesting, and a few actually add new textures to the character that I didn’t realize before. I’ve always wanted to play around in someone else’s universe and add my own spin on an established character.

With the rise of the Internet, it’s all “open source” and “remixing,” and I’m surprised that it hasn’t happened more often with fiction and public domain characters. For example, the radio serial Box 13 is pretty obscure, but there’s been an iPhone comic of a complete rewrite of Box 13 that has been pretty entertaining (and certainly worth the free download if you have an iPhone). As opposed to League where the characters are decently close analogues to their original inspirations, though, the Box 13 comic only shares a few points of similarity, but otherwise goes in a completely different direction. To me, this is more of a remix of the original fiction (taking the original pieces and moving them around to make a new story), instead of a serious pastiche (keeping the original pieces in place and putting them in a different story).

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(Character) Diamond in the Rough

Character DiamondChuck Wendig was talking about hyperbole today, and I mentioned that his ideas were similar to the character diamonds that I’ve started using at work. He asked me to explain, and I realized that I couldn’t easily explain in a comment field. So I’m hashing this out on my blog because I have more space. While I used this primarily to help me with my writing at work, it could be extended to scriptwriting, fiction writing, or even making characters for RPGs. Don’t say I never gave you nothin’.

Anyhow, character diamonds aren’t a concept unique to me. In fact, I first came across the idea in Creating Emotion in Games, although the author seemed to focus a lot on three and five-sided “diamonds,” which struck me as weird and led me to do my own research. I found some good info, but it seemed that the idea wasn’t really that far removed from listing three to five character traits for each character. I decided that the placement of traits into the diamond shape was meaningful in some way, so I invented that meaning – thus creating my own spin on the process.

Let me give you an example. Here’s Jane, a character I just made up to talk about this process:

Jane's Character Diamond

Jane has four character traits. “Traits” could be anything about the character,1 but in my own definition they’re restricted to something that can show up about the character in action. (If it doesn’t show up on the page or during the story in some way, the character might as well not have it.) The orientation of the traits is actually important in my model.

The first trait (“Flirty”) is the top trait. This is the trait that will most often show up in dialogue or action during the course of the story.2 When I’m writing dialogue for the character, this trait should be showing up more often than not, until the character goes through a character change (more on that in a second).

The trait opposite the top trait is, strangely, the bottom trait. This is the trait that’s under the surface of the top trait, peeking out every one in a while.3 The bottom trait shouldn’t show up that often, but it should inform how the character acts during the story. Ideally, the bottom trait is informing the action while the top trait is informing the dialogue, but really it’s something that I’m playing by ear. The top and bottom traits should be at odds, but not diametrically opposed – too far apart and they become unbelievable and hard to write, but too close together and the character seems dull and flat.

The two traits on the side are side traits. (See how complex my terminology is?) Side traits aren’t as important as top or bottom traits – indeed, for minor characters, all you might need are a top and bottom trait. Side traits give flavor to the character, taking it in new and unexpected directions from time to time, and are best used when the character has a chance to develop and grow. Honestly, side traits are the hardest for me to explain – the best analogy I have is that they’re slightly more important than quirks of character, but they can not show up in an entire scene or two and the character is still believable (top and bottom traits should inform every scene, though).

When a character goes through a defining moment (usually around late Act II or within Act III), these traits can move around. The most obvious move is that the top and bottom traits switch position – as the character comes under stress, she becomes more true to her inner self. However, you could also shed and replace side traits (new habits or quirks start to form), or even switch a top and side trait (discarding one defense mechanism and using another instead).

I admit I’m still not sure on that part, but the point is that the placement of each trait has meaning, and therefore the movement within the structure also has meaning. A simple diagram that you can sketch on the back of a napkin can be shorthand for an entire story arc.

  1. In fact, you could even make a totally different character diamond for the character’s appearance, or their belief system, or any aspect of the character – I haven’t tried it yet, though.
  2. For old-school White Wolf fans, think of this as “Demeanor.”
  3. Again for the WW crowd, this is most like “Nature.”

Dialogue Notes

conversation

People be talking, yo!

Not a lot of time to blog today – I’ve got to get caught up on some work this weekend, and I’m going through paperwork as we pack for out house move in a couple of weeks.

I’m the process of going through said paperwork, though, I came across my notes from the various creative writing courses I took at Washington University. While most of the notes are either utterly obvious or incomprehensible (or, more often, both), I did find a page of notes on dialogue that was interesting. This is a complete, word-for-word transcription of what I wrote down, including missing words, misspellings, and bad punctuation (I scribbled this down during a lecture).

  • Dialogue reveals character, emotion between characters
  • Short, pointed, and loaded
  • Warn overture will be met with a cool response, both in dialogue and between writer and reader. If you’re cold to the characters, the reader warms up
  • Dialogue needs tension
  • Dialogue often has a subtext to what is really going on.
  • Each character has a secret they do and do not want to reveal
  • Tend to be guarded instead of saying what we mean, just like politeness to mask anger. That masked emotion can mask a different emotion.
  • Most people don’t listen when the other is speaking.
  • Don’t do narration in dialog. (No plot exposition!)
  • Dialogue ties (“he said/she said”) Usually you want to hide these. If you use these to express thoughts, stick to one. Can be put in the middle. Instead of a tag, use a gesture.

Rasenna and the Realms

DnD

Michelle's first game of D&D 4e as DM

(“Rasenna and the Realms” sounds like a cover band name.)

Today I originally wasn’t going to play D&D. Then I said I could, which led to it possibly happening, which led to it definitely happening, which led to it not happening. So, I’m left with some unexpected free time tonight, so I thought it would be worth talking a little bit about the two D&D games I’m in and comparing and contrasting them. Both games are using D&D 4e (or the fourth edition of the Dungeons & Dragons rules, for those who don’t speak fluent nerd).

The Realms

The first one is the game that Michelle (my wife) is running for about 6-7 of us. I don’t know if she ever gave the campaign a title, but it’s set in the Forgotten Realms, so in my head it’s just “The Realms”1 Since most of the group were 4e newbies and this is the first time Michelle’s been DM in, I believe, ever, we’re keeping it simple – only PHB and the Forgotten Realms Player’s Guide, and she’s running a pre-constructed adventure (Scepter Tower of Spellgard). We’ve been running off and on since around Thanksgiving with a group of people with a variety of experience – from those who started in the late 70s and early 80s to those who know about this D&D thing, but haven’t really gotten around to it yet. Michelle’s been really open about taking it slow and making sure we learn the game.

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  1. When it’s not “Michelle’s D&D game, that is.

A Bunch of Shit

Alpha six
Image via Wikipedia

For those new to my blog, I occasionally do review of shit on my hard drive — weird files or programs that have made their way onto one of my computers that I’m currently messing around with. It’s been a while since I’ve done one, so I’ll do a bunch of mini-reviews.

Writemonkey

I have been skeptical of the so-called “distraction-free” word processors for some time. It seemed to me to be a gimmick, yet another piece of software that tries to “trick” people into writing. But I kept seeing recommendations for Writemonkey on my Twitter feed, so I decided to give it a try. And for first drafts that are nothing but prose (like my episodes of Whitechapel), it’s really not bad. The export to MS Word is a bit wonky for me (at least, it looks wonky in OpenOffice), but that’s a minor quibble — for something like this, I expect to do rewriting and reformatting anyway. It really is that middle ground between Notepad and OpenOffice that I was looking for. Plus, it doesn’t install on your computer, so I can drop the folder into Dropbox and use it on any computer I have Dropbox on. (I could even drop it onto a USB if I needed to.) Oh, and instead of a bunch of “features” that are pointless, this one actually has features that are useful and contribute to my process. (Well, and a few that I don’t use.) Continue reading