You and Your Characters

by James Patrick Kelly

Copyright © 1991 by Davis Publications, First published in WRITING SCIENCE FICTION AND FANTASY, edited by Gardner Dozois, et. al., St. Martin's Press.

Once I admitted to myself that I had the raging hunger to write, I gobbled up every book on the subject I could find. I still have most of them; I've just gathered fourteen and stacked them beside my computer monitor for inspiration. Each has a chapter on characterization. If you're looking for technical jargon, have I got some used books for you!

It seems there are all kinds of characters: developing characters, static characters, round characters, flat characters, cardboard characters (oh, are there cardboard characters!), viewpoint characters, sympathetic characters, unsympathetic characters, stock characters, confidantes, foils, spear-carriers, narrators, protagonists, antagonists. But that's not all; characters can play many roles. There are flat, sympathetic, static confidantes, like the unnamed first person narrator in H.G. Wells "The Time Machine." Or developing, flat, unsympathetic antagonists, like HAL in 2001, A Space Odyssey. Still with me?

I've recently been teaching my daughter Maura to ski, a skill described by a language every bit as arcane as that of characterization. To execute the stem turn, for example, you must learn to unweight, sideslip, and reset the edges of your uphill and downhill skis. Suppose I were to ski alongside of you as you write your next story, shrieking instructions. "Okay now, drop a little description here, shoulders downhill, unweight the uphill ski … now use your foil to set your edges, sideslip, that's it, keep your spearcarriers nice and flat … no, no! Slow down! Tell, don't show!" You'd get so flustered trying to follow directions that you'd end up face down in the snow. No one can tell you how to ski — or write — until you've already tried it and taken some falls. You should open a how-to book like this only after a hard day of doing, when you're sitting with your feet propped in front of a crackling fire, figuring out what went wrong, how to make it better tomorrow.

Although the vocabulary of characterization is important, it can also get in your way. In fact, even if you were to memorize all the definitions, your next move would be to forget them as soon as possible. I don't worry about who's round and who's flat when I'm working on a story; I'm too busy trying not to slam into the trees. The way to master technique is by writing, not reading. You need to load the fundamental concepts of the craft into your intuition, where they can do the most good, rather than into your consciousness, where they can only distract you. Internalize, internalize!

Having said that, there's one suggestion I can offer before you launch yourselves onto fiction's slippery slopes. Nothing startling, nothing abstruse — just a little trick that works for me. Why don't you try it before we sort through the nomenclature?

In my opinion, the best way to write believable stories is to pretend each character is you.

The operative word here is pretend. You couldn't possibly be your characters since you exist in different worlds. There are no wizards or vampires in your neighborhood and you'll probably never get into orbit, more's the pity. The life histories you create for these imaginary people will necessarily be different from your own. You'll have to pretend to be both male and female, young and old, good and evil. Yet no matter how far a story leads away from your own experience, or even from the familiar precincts of reality, you must strive to put yourself in your character's place.

Imagining you are your characters can help keep you from reproducing the cast of plot-driven robots that has traditionally clunked through our genre. Take, for example, the bore. Chances are you wouldn't dream of lecturing people in a casual conversation and you look for the exits when some bore does start to pontificate. Yet characters in badly written sf are always dumping information on each other in order to advance the story. Or consider the plot convert, who spends most of the story thwarting the hero until a moment of blinding revelation. A conversion follows which makes St. Paul's on the road to Damascus seem half-hearted, so that the writer can present us with an ending as tidy as a military school bunkroom. In my experience, people admit they're wrong grudgingly, if at all. Yet another example is the damn fool. Why is it that when some bloodthirsty creature clearly threatens the planetary exploration team, some damn fool always wanders off and gets himself killed? Would you leave the safety of the spaceship? Of course not! However, the damn fools do every time; otherwise there'd be no story.

All right, you know better than to make such basic mistakes. So then why does every character have to be you? Can't you draw from your circle of friends and acquaintances? Your Aunt Mary? George Bush? Yes, by all means. Many writers base characters on real people who are not themselves. I know I have. However, I do not fool myself into imagining that I've captured my real life models in words. Maybe I can make my characters act just like people I've met or read about. If I'm lucky, I might even have the benefit of having heard my models explain why they did what they did. But most people live the unexamined life that Plato warned us of; their insight into their own motivations is limited. Besides, human behavior is overdetermined. We have more than one reason for doing just about everything that we do. When the real life murderer confesses, "I killed him because of this," he's oversimplifying. What he should say is, "I killed him because of this and this and this and especially that, which I had no way of knowing." Journalists report confessions; when readers want simple truth, they buy a newspaper. But readers also crave more complex truth. When they seek a literary experience that maps the often bewildering convolutions of their own inner lives, they buy Asimov's. As a fiction writer, your job is to sift through an array of possible motivations — some logical, many not — and present only the ones that make the most story sense to you. The way to do that is not to ask, "What would make one man kill another?" Unless you're a telepath, the answer to that question will always be unknowable. Better to ask, "What would make me kill someone?"

While I believe that this unblinking self-examination is absolutely necessary, I realize that it can be very disturbing. You want to be liked and would much prefer to present your best side to the world. However, fiction is not public relations. We all have dark impulses which we've been taught to hide, perhaps even to deny; to be a writer you must unlearn some of the lessons of civilization. Nobody takes seriously a story in which the good guys are all saints and the bad guys are the spawn of hell. Saints can have their bad days and even monsters love their moms. Increasing the level of moral ambiguity usually enhances a character's believability. Only psychopaths do wrong for the fun of it. Most of the evil in the world is perpetrated by people like you and me — the very people you want to characterize. Sometimes we do it out of malice; sometimes we're merely selfish or lazy; often as not we think we're doing the right thing. In any event, you have to be brave enough to portray your own ugliness in order to create memorable characters.

I know that some will resist this advice. Why go to all the trouble of putting yourself into stories, stretching your moral imagination to the breaking point, perhaps scaring the hell out of yourself in the process? In the May, 1985 issue of Asimov's, the great Isaac Asimov himself stirred up a controversy when he published a polemical essay called "The Little Tin God of Characterization." Isaac's thesis was that because of the unique nature of science fiction, characterization is not as important as getting the ideas right. "I do what I can, but I've got my limits, and if I have to settle for less than 100 percent, I just make sure that I remember where the science fictional bottom line is. Not characterization, not style, not poetic metaphor — but idea. Anything else I will skimp on if I have to. Not idea." Throughout the history of the genre, others have made similar arguments for the supremacy of idea over characterization. In fact, if there ever was a war between the humanists and the cyberpunks of my generation (a dubious proposition), it was fought over this very issue. You'll find any number of published, award-winning writers who will "skimp" at times on characterization while they dazzle us with the brilliance of their ideas. In fact, some writers, myself among them, have actually been taken to task for attempting to write the science fiction novel of character — an oxymoron, to some sensibilities. So whom should you believe?

First of all, as Isaac and others were quick to point out, character and idea are not mutually exclusive. Moreover, few are gifted with the extrapolative genius of an Asimov. The rest of us, beginners especially, must work as hard at characterization as we do on our ideas in order to maintain the suspension of disbelief which readers demand. When a wonky idea, a wooden character or even an incoherent sentence cause readers to realize they're reading fiction, the writer has lost the game. And there are certain standards of characterization below which even the hardest of hard science fiction writers dare not descend. There is, however, an even more telling objection to those who maintain that brilliant ideas can carry mundane characters.

The quality of speculation is directly related to the quality of characterization. Readers presented with a new reality, whether it is a generation starship, an alien planet or a magic kingdom, apply certain tests of credibility. How long could a closed system in outer space be self-supporting? Could a world without metals support a technological civilization? What would keep the wizards from taking over everything? Although questions about infrastructure, of political and social organization may be the first to occur, readers will eventually ask another, equally crucial, question before disbelief is completely suspended. Does the fictive world support the diversity of human life that we see in the real world? It makes no difference that the shiny mag-lev trains run on time if the riders are all middle-aged white American males in three piece suits. A richly imagined world inhabited by mannequins is inherently less believable than the same world would be if it teemed with well-drawn characters who are truly citizens of their alternate reality. In my opinion, this is one reason why some of the classic writers of science fiction are now so painful to read. E.E. "Doc" Smith's work is still chock full of intricate speculation, but who can take his characters — especially his women — seriously? It's not only bad art, it's bad extrapolation. The science fiction character is the readers' guide to the ideas of the story. If she doesn't belong, nobody will trust her; if she isn't real, no one will believe her. Even the writer who aspires to write idea stories skimps characterization at her peril.

The problem with this whole debate is that it makes the questionable assumption that we can yank characters out of their natural environment of plot and setting to analyze them. It's like expecting to learn something about the ethology of rainbow trout by watching the one you've just caught as it flops and gasps on the hot deck of your fishing boat. Or as Henry James said, "What is character but the determination of incident? What is incident but the illustration of character?" Character, plot, setting, theme, idea and style are inextricably bound; all must stand or fall together.

So yes, it's necessary to work at characterization, no matter what your ambitions in the genre are. And since your technique will be better if it's intuitive rather than self-conscious, it may help to try to imagine that you are your characters. However, as we've seen, writers and critics have developed a common language over the years so that they could talk to one another about this subject. Time now for some vocabulary drill. Don't worry; there will be no pop quiz at the end of this chapter. You don't have to memorize the list in order to write well. However, whether you can define these terms or not, you must eventually come to understand them.

There is one bit of advice which I most certainly will not give you. It says in some of the how-to-write books here in my collection that when you create characters you must "Show, don't tell." This pernicious commandment charges you always to dramatize the personalities of your characters rather than to explain or comment on them. So instead of simply informing us that "Balthazsar was a reckless man," you must send him over Niagara Falls in a barrel. Don't believe it!

A short story is not a play. The playwright can enter the consciousness of his characters only with great difficulty, through awkward devices like the soliloquy or the aside. Almost all fiction, however, starts inside someone's head; readers expect to have complete access to the thoughts and feelings of at least one character. Although our inner life is not inherently dramatic, it is the stuff of superior fiction. Daniel Keyes "Flowers for Algernon" for example, is almost entirely told in the form of journal entries; there are relatively few scenes. Yet Charlie Gordon is one of the more memorable characters of science fiction. This is because, happily, telling can be showing. A character like Charley dramatizes himself when he describes what he thinks and feels or when he interprets the actions of other people.

There is also the problem of limited resources. You would be squandering precious story time were you to allow each and every member of the crew of the starship to act out his reasons for choosing space service. Showing should be reserved only for very important persons. Feel free to tell readers exactly why your spear-carriers are restless.

Finally, as a science fiction writer you usually have the dual challenge of creating both character and context. In order to place your imaginary people in their imaginary world, it may at times be necessary to come right out and explain that your heroine is a girlygirl, an underperson, "cat-derived, though human in outward shape" and that this has everything to do with the fact that she falls hopelessly in love with a human lord of the Instrumentality and then never tells him. Or at least Cordwainer Smith thought so when he wrote "The Ballad of Lost C'Mell."

This is not to say that such tools of dramatic characterization as dialogue, action and reaction are not essential. Rather it is to warn that "Show, don't tell" ought not be carved on the foundation stone of your house of fiction.

Before you turn the page to the next chapter, one last tip on characterization: Remember that when you make a new world, the people in it must necessarily be the crown of your creation.

This article is Copyright. Reproduction and distribution specifically prohibited. All rights reserved. Reprinted here with the author's permission.

This page was last modified on Tuesday January 04 2005.

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