Step 3: Connecting Character Dynamics to Plot
Now that you’ve learnt to create memorable characters and craft meaningful interactions between them, the last step is to weave character dynamics into your plot!
This builds upon the first two parts. Don’t worry, it shouldn’t be too difficult if you keep those in mind and implement them. I mean, come on now, it’s not like there has been a year-long delay between two steps of this advice, right?
There are two main types of character dynamics which will be discussed: static and dynamic.
Static Dynamics
This is the simplest type of character dynamics. It refers to a character whose relationship with the protagonist remains the same throughout the story. Usually, they won’t have a character arc. But unlike those in the ninth level of SHAME, you can still make them important!
1. One-time appearances
Think of a noob that comes onto CYS, spews several posts of nonsense, gets criticized heavily, then disappears forever. Their dynamic remains static. From the moment they log onto the site, up until the inevitable ‘BANNED’ sign on their profile, their personality and character remains unchanged. They are there just to serve a specific purpose: to prove that CYS mods would not tolerate unproductive, non-learning noobs spamming all over the forums.
You may use a similar technique in your story. Some characters are just there to fulfill a specific role, whether that’s the old man with a cane who’s knocked out of the way to show the protagonist’s impatience or the motorcycle gang of killer mutants that invade a prom just so the main couple can deepen their trauma bond.
2. Creating consistency
Sometimes, you’ll need to create a character that the protagonist can always rely on to be a certain way. They have a specific purpose in the story, and once that purpose is served, they remain as they are for the rest of the narrative. Examples include: a confidante to tell secrets to, an enemy who never fails to deliver an insult, or the random newbie in every contest who joins just to flake.
Whilst it is possible (and fun) to make the confidante betray the protagonist, or the enemy hand out a rare compliment to the protagonist, some stories work better without such plot twists. It all depends on the narrative’s scope, focus and theme. In a storygame about a couple sending letters to each other during WWII, there’s no need to dwell too much on the characterization of a dog who dies if its only purpose is to illustrate the destructive nature of war. It remains the same throughout the story: a symbol of innocence and loyalty.
3. Archetypal characters
This one may be slightly controversial. Although some authors frown on using archetypes, I believe it could be helpful in specific circumstances. This is especially true for short stories or ones with too many characters. After all, they save words and allow the readers to focus on more important parts of the story. For example: a typical ‘mean girl’ character who uses her popularity to annoy the protagonist and gives the reader second-hand cringe will be hated by most readers almost instantly. However, this might lessen the impact of her death, especially when it occurs alongside that of many other characters.
But just like false choices that do not alter a storygame, the less of this you use, the better. Some writers have the ability to create distinct voices in just a few words, so that’s definitely preferable. Of course, there’s the possibility of subverting archetypes to surprise the reader or execute plot twists, but that’s for a whole another category.
Everything sounds simple so far, right? So here are a few more tips and tricks for those of you who want to take this a step further. It’s especially helpful if you struggle to manage large casts of characters:
- I recommend keeping one-time characters unnamed. Having too many names to remember would only kill reader immersion. They’re there to read a storygame, not a telephone book. (Insert usual joke about how no one reads anyway).
- A piece of advice I read is to combine characters that only appear once in a story. Rather than have a penguin that bullies the protagonist in one path, and a different one who teases him at the end, they can be the same character. Based on storygames I’ve read and comments I’ve received, it’s nice to see previous characters mentioned again in a story.
Dynamic Dynamics
As you can probably already tell, this refers to characters whose relationship with the protagonist changes over the course of the story. Again, it’s all self-explanatory stuff, I’m sure you’ve figured this out from the moment you started reading fairytales and realized the old lady with a poisoned apple is actually an evil queen. But here are a few potential ideas for implementing dynamic dynamics:
Note: use this for your deuteragonist, antagonist, and other major side characters.
1. Start of the story
At the beginning of most character-driven stories, the protagonist has a misbelief. Refer to the first post on this thread if you’ve fordgotten what this is (excuse the pun). Another character changing who they are in the eyes of the protagonist may form or reconfirm this misbelief. For instance, if the protagonist has always felt powerless in her own life and her beloved, newly-married husband turns out to be a vampire who drains her of blood on their wedding night, this may reinforce this belief that she is a victim of her circumstance. Whatever the case, using dynamic characters to catch the protagonist off guard may move the plot forward.
2. Middle of the story
Ideally, you want to have at least one other character whose relationship with the protagonist changes. This may occur slowly over the course of the story, maybe as a reaction or catalyst to their redemption or corruption arc. Another example (since these give me the chance to reference storygames I’ve reviewed, so those who don’t read would get FOMO): the protagonist goes on a quest to avenge her daughter by purging an entire species of fish-men, but as she reflects on what her daughter would have wanted, she comes to the conclusion that her innocent daughter would not have wanted her to sacrifice her life in this attempt.
By contrast, two characters may have parallel plotlines. This might mean one of them gets better while the other becomes worse, or perhaps they overcome their weaknesses together, having similar ‘aha moments’ where they realize their misbelief. E.g. when the protagonist starts to realize that her self-worth shouldn’t be based on external results, she tells the deuteragonist that effort is every bit as commendable as results, which leads to the deuteragonist overcoming his own misbelief that he doesn’t deserve self-love.
Another technique is changing the characters’ relationship for the midpoint plot twist. In a storygame where the protagonist doesn’t trust bots and their simulated emotions, she may be forced to work with one as she investigates a crime, which may lead to her getting closer to him until the moment where—at the midpoint of the story—she realizes she has fallen for him. Usually in romance stories, the midpoint plot twist occurs when the protagonist realizes they’re in love. In action stories, it’s something that completely changes the protagonist’s quest (e.g. the villain actually being good/ the trusted person being the true villain/ someone important dying).
Other ideas you could include: characters with different misbeliefs getting in each other’s way, building friendships or breaking them, characters growing apart, falling in love, or becoming enemies… well, basically anything that changes between characters, either to move the plot forward or as a result of the plot moving forward.
3. End of the story
There are lots of fun ways you could implement this, such as twist villains, redemption or corruption arcs, or relationship changes as a result of the protagonist’s character development. This is often tied to the moment of realization as the protagonist finds out something they believed in was not true. Let’s use the case study of a group of friends who faced off against a beast at the start of the story, resulting in the loss of one of their friends. Each of them blames themself for what had happened; one self-isolates and uses dangerous means to undo his death, while another tasks herself with the role of ‘protector’ to ensure the same thing never happens again. Yet, after they face off against a monster, they realize that running away from reality by creating false, distorted versions of it is not the solution, hence their friendship becomes stronger than ever when they begin to heal.
Relevance to Theme
Before we tackle the final piece of this character dynamics puzzle, let’s have a quick audience activity. Time to practice being a dynamic character! Address a CYS member, pretend to compliment them, then turn whatever you’re saying into an insult (or you can do the opposite if you’re feeling nice).
Sample:
Everytime I see one of your posts, I get really excited, because I know it will be filled with so much wisdom and insight, teaching me important lessons like how some people really lack the most basic coherency and self-awareness. Gosh, would it kill you to think before you type?
(If you’re bored, you may try to guess who I’m insulting here).
But back to the topic, it’s important to remember that characters drive a story forward. One of my pet peeves is when a random sequence of events occurs, with no rhyme or rhythm, and the protagonist merely reacts to them. It makes them a punching bag for the plot. There’s no real change or growth; it’s not really a story, either.
As an author once wrote: “What’s the truth you want to shout from the rooftops?” That is your theme. To convey a message to readers without sounding preachy, you can make your protagonist(s) embody this theme by giving them a misbelief, which will either get corrected (redemption arc) or worsened until they are defeated by it/ embody this fatal flaw (corruption arc).
From then on, all the character dynamics are there for a purpose, creating a brilliant plot around your theme. You may have:
- Characters that move the plot forward/ allow the protagonist to achieve their goal/ find out information about a mystery
- Characters that challenge the protagonist’s misbelief (bonus points if the deuteragonist and protagonist challenge each other and clash a lot)
- Characters that help the protagonist
- Characters that makes it harder for them to achieve their goal
- Characters that make a protagonist’s misbelief worse by reinforcing what they believe in
- Characters that the protagonist see as a bad example and realize they don’t want to end up like them (or vice versa)
Bonus Content
Now, let’s explore static and dynamic character arcs using a very relevant example. Some of you may recognize yourself and the role you play here.
Theme: Procrastinating your contest storygames leads to unsatisfactory results!
Protagonist’s internal conflict
- Desire: to gain recognition by winning a contest
- Fear: the uncomfortable feeling of actually writing
- Misbelief: procrastinating a contest entry is not harmful as you will get it done before the deadline…somehow
Static characters:
- Seasoned member who claims that “true CYStians wait until the last week” (reinforces misbelief)
- Contestant who often puts off writing until ‘tomorrow’ but manages to finish good storygames on time (reinforces misbelief)
- Contestant who finishes a storygame a month into the contest and now has a lot of time to work on a more ambitious second entry (challenges misbelief)
- Shamed contestant who regrets putting their entry off until it was too late (challenges misbelief)
- Judge who reminds the participants of how much time they have left (raises the stakes & forces the protagonist to either rely on their misbelief or face their fear)
Dynamic characters:
- A mentor who advises the protagonist but secretly gives bad advice to ensure their own victory (obstacle to the protag’s goal)
- A site rival who would either gloat about their victory or be forced to concede that the protagonist is a better writer (emphasizes the result of the protag’s positive or negative character arc)
- A newer member who looks up to the protagonist and would follow their example (creates an added stake through this sense of responsibility & parallel narrative)
Plot
- Protagonist’s choices mainly revolve around choosing to pursue their desire (working on their storygame) or avoiding their fear (procrastinating through video games, movies or other means)
- A combination of cave-of-time branching and delayed consequences could be used to determine the ending:
- Contest winner - overcame misbelief and fear early on
- Placed highly in the contest - overcame misbelief and fear late in the story/ trusted the mentor’s advice too much
- Last minute submission - overcame fear at the end, but not misbelief
- Not a valid entry - not paying attention to the contest’s theme/ creating a storygame less than 24 hours before the deadline
- SHAMED - could not overcome fear or misbelief
- BANNED - picking a fight with the judge
I accidentally got carried away and outlined a potential storygame idea, but you get the gist. Don't procrastinate! And to win review contests, you must— sorry, wrong advice column, that one’s not going to be released yet.
Remember: create compelling characters, give them interesting interactions, and purposefully integrate them into your storygame.
This marks the conclusion of Mystic’s Writing Advice: Character Dynamics! And it only took slightly over a year. Feel free to add your own advice to this thread and I’ll compile it into an article with several co-authors at the end.