Rules for Building Characters?

Complex Motivation Characteristics

The question now becomes, "Is there a definitive set of rules that govern how characteristics may combine without violating the analogy of the Story Mind?" Let's find out.

A Character Cannot Serve Two Masters

The first thing we notice when examining the Motivation Characters is there is never an instance where a Character contains both characteristics in a Dynamic Pair. This makes common sense: "One cannot serve two masters." Essentially, how can you be AGAINST something at the same time you are FOR it? So, our first rule of combining characteristics is: Characters should never represent more than one characteristic in a Dynamic Pair.

Can't Serve Two Masters at the Same Time....

Sounds good, but what if you want to create a Character who represents one view and then the other. For example, if you had a one-woman show, you would need to combine ALL 16 Motivation characteristics into one person. This is doable because of the difference between a character and a player. A player is a person, place, or thing that embodies one or more characters. In stage terms, a player is often an actor who "plays" one or more characters in the work. In a one-woman show, even if it is a single story argument, there might be a multitude of characters but only one player. The key to keeping them separate is to have the player change from one character to another, never simultaneously portraying more than one, such as by donning different apparel or adopting a different voice.

Because of this extra information we add a second rule of thumb to our first: Players should never represent more than one character at a time.

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