How to create characters
The front door to character creation: what characterization means, the three questions that build a character, voice, and routes to the deeper guides.
Published 30 Sept 2026 · 5 min read
How do you create a character? The most-asked question in the craft, and one this catalog has answered only at its edges: how to map relationships, run an ensemble, pace a reveal, keep a wound honest for forty chapters. Each assumes the character already exists. This one is the front door: what a character is made of, the three questions that build one, how character reaches the page, and the routes to the specialists.
The words are exact. A character, in Wikipedia's definition, is "a person or being in a narrative (such as a novel, play or film)". Characterization is the second, harder half: "the representation of characters (persons, creatures, or other beings) in narrative and dramatic works". Creating a character is two jobs, not one: design a person, then represent them. Writers stuck on characters are usually stuck on one of the two.
The three questions that build a character
Before techniques, decisions. Three questions do most of the work, and every deeper method in this cluster assumes their answers:
- What do they want? The external, concrete goal: the throne, the promotion, the person across the room. A want gives scenes their spine: a character who wants acts, and a character who acts generates plot for free.
- What do they need? The internal thing underneath, invisible to the character at first: the capacity to trust, the truth about the father. The want versus need distinction lives here, and the gap between the two is what an arc runs on.
- What is their flaw? The trait that keeps the want and the need at war. The flaw is not decoration but the character's specific way of failing, and the story's job is to make it expensive.
Want without need is a plot function with a name; need without want, a mood in search of a story; flaw alone, a quirk. As three lines, these answers are the load-bearing fields of every profile, and the movement they set in motion is the character arc.
Telling and showing: the two channels
Wikipedia's characterization article separates direct characterization, explicit statement of traits by the narrator, another character, or the character themselves, from indirect characterization, where the audience infers the qualities on its own. The indirect channels it names: thoughts, actions, speech (word choice and manner), physical appearance, mannerisms, and interaction with other characters, including other characters' reactions.
Indirect characterization is the default channel of modern fiction, and it is the instinct the prose guides call show, don't tell. It costs words and buys what direct statement cannot: the reader's own conclusion, held far longer than the narrator's claim. Direct statement is not an error; it is fast, and a skilled writer spends it on cheap facts, a role, a reputation, saving expensive scenes for what must be inferred.
Character is what a decision reveals
Actions lead the indirect channels, and criticism's oldest formulation says why. Aristotle, in the Poetics, held that character is "that which reveals decision, of whatever sort", and that people "are of a certain sort according to their characters, but happy or the opposite according to their actions". A trait list describes a person; a decision reveals one. Adjectives are claims the reader may doubt; a choice made on the page, under pressure, is evidence.
The practical version: give each core character at least one early scene whose whole purpose is a decision with a cost. The loyal brother lies; the coward goes back. Put the cost on the page: a free choice reveals nothing, and a choice with one option is not a scene. A character who reads flat is usually one described plenty and never asked to choose.
A voice the reader can pick out
Speech is the indirect channel readers hear fastest. The article lists what a voice carries, vocabulary, rhythm, diction, cadence, tone, formality, mannerisms and catch-phrases, and states the ideal plainly: "a reader should be able to identify which character is speaking simply from the way they talk." The technique for passing that test, sentence rhythm, subtext, what each character says and refuses to say, is how to write dialogue.
Voice is also point-of-view discipline: in close viewpoint the narration carries the viewpoint character's diction, and when that diction drifts into another mind mid-scene, the slip is head hopping. Distinct voices prevent it structurally, because a borrowed sentence in a differentiated voice stands out in revision.
The sheet that grows
Most character advice ends with a questionnaire, and the instinct is right: force the decisions before drafting. A sheet is a design-time instrument, and the character profile template is a sound starting set of fields: want, need, flaw, voice, history, the relationships that exist at chapter one. What it cannot answer is the present; the story is uninterested in freezing anything. The classic terms come from E. M. Forster: flat characters, in the standard summary, are "two-dimensional, in that they are relatively uncomplicated", while round characters are "complex figures" that "undergo development, sometimes sufficiently to surprise the reader". A sheet filled once and never revisited biases the cast toward the flat end; it has no field where development can land.
The fix is not a bigger questionnaire but a record that grows a layer of dated state on top of the permanent answers; the argument and the upgrade path are static character sheets vs living profiles.
From one character to a cast
No character is interesting alone: the Character (arts) article notes that a character's standing in a story "is defined through the network of oppositions" formed with the other characters. Cast-scale creation adds three jobs:
- Size the cast. How many characters the story can keep distinct, who carries viewpoint, and what to do when the serial has quietly accumulated forty named people: managing an ensemble cast.
- Draw the web. Who is allied, rivalrous, indebted or bonded to whom, read for missing connections and dead pairs before drafting: character relationship mapping.
- Design the other side. The opponent is a full character too, with a plan that moves off stage and a knowledge state of their own: antagonist and villain tracking.
Where to go next
The order that usually works: settle want, need and flaw for the core cast, fill the template's permanent fields, draft, then add the living layer at the first chapter boundary. Two records join once chapters exist: character secrets and reveals for the payoff contract every withheld fact opens, and character injury and state continuity for what is true of each body. This page just holds the door open.
Sources
Craft claims above trace to these sources. Where a point is practitioner consensus rather than settled fact, the text says so.