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Writing games - anti-archetypal

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Blog - Writing Craft

 
 
Okay, after last week's rant about archetypal characters, how can we make them useful? Primarily by understanding what they're for.

They're placeholders - they describe a character's likely function within a plot. They give hints of characteristics, a springboard of ideas or traits to further develop. In other words, they're a starting point. But they shouldn't be the endpoint, too.

So, writing game: Create a character by blending two otherwise unrelated archetypes. Eg The Mentor and the Whore. The Artist and the Mesiah.The Protector and Betrayer. You don't have to use all aspects of both archetypes, just pick some that sound interesting to you, and contradict each other at least a little. (If you're struggling to think of archetypes, I recommend reading either Campbell's The Hero Has One Thousand Faces, or Victoria Lynn Schmidt's  45 Master Characters.)

Don't worry about giving your character personality yet - that's partially what this exercise is for. At the moment, all you should have is a list of contradictory traits. And a name - give them a name.

Now, put them in a situation where none of their traits are applicable. They have no advantages here. No knowledge, no experience, their go-to solution not only won't work, there's nowhere to start. Totally out of their depth. See what they do. Chances are, you'll start to build actual personality.

 

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