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If your main character starts off somewhat unlikable, then, in the early pages of your story, they should save a cat (yes, like from a tree or a burning building or a shelter), or do something comparable that immediately makes the reader root for them, regardless of their original likability.
A problem (or flaw that needs fixing) A want (or goal that the hero is pursuing) A need (or life lesson to be learned)
And that brings us to a great tip for writing flawed heroes: Don’t let the problem stay contained to just one area of your hero’s life. Let the problem(s) manifest and spread and infect! Your hero’s problem(s) should be affecting their entire world: their work, their home life, and their relationships.
But it’s not enough for your hero just to have flaws; your hero also has to want something (badly) and be proactively trying to get it. Your hero knows they’ve got problems. (Or maybe they don’t know, and that’s one of their problems!) Now, the question is: what does your hero think will fix those problems, or what does your hero think will better their life? (Take note of the emphasis on the word “think”—we’ll be coming back to that later.)
So ask yourself, What does my character want in life?
The most effective character goals or wants are concrete and tangible. The reader should be able to know if and when your hero gets what they want. How
When a hero wants something, it sets them in motion. It gets them off their butt and into the action, which is exactly where we want them to be! And the second important thing to note is that not all characters actually get what they want.
is, plotting a compelling and engaging novel and crafting a story-worthy hero is a lot like playing psychologist. It’s your job to not only diagnose the real problem in your hero’s life, but cure it as well. We call that real problem the shard of glass. It’s a psychological wound that has been festering beneath the surface of your hero for a long time. The skin has grown over it, leaving behind an unsightly scar that causes your hero to act the way they act and make the mistakes that they do (flaws!). You, as the author and creator of this world, have to decide how that shard of glass got
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Why this hero for this story? Your hero’s want or goal is an integral part of what’s called the A Story. The A Story is the external story. It’s the stuff that happens on the surface. Car chases; wars; fights in the school hallway; new jobs; casting magic spells; taking on an evil, dystopian government; poisoning the king. Essentially, it’s the exciting stuff. The “cool” stuff. Or what’s also referred to as the premise. On the other hand, the B Story is the internal story. It’s the story that’s intricately linked to what your hero needs to learn in order to change their life, complete their
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almost every novel throughout time has an internal goal or need that is in some way a derivative of one of the following ten universal lessons: Forgiveness: of self or of others Love: includes self-love, family love, romantic love Acceptance: of self, of circumstances, of reality Faith: in oneself, in others, in the world, in God Fear: overcoming it, conquering it, finding courage Trust: in oneself, in others, in the unknown Survival: including the will to live Selflessness: including sacrifice, altruism, heroism, and overcoming greed Responsibility: including duty, standing up for a cause,
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The spiritual lesson or need is what your reader will grab onto. It’s what makes your reader feel like they’ve been somewhere, done something, experienced something—and that their investment in the pages of your novel was worth their time.
If you’re writing a story with multiple main characters and/or multiple points of view and you’re still having problems figuring out who the hero is, or whose arc is the biggest, try asking yourself, Which of my main characters is most like my reader?
EXERCISE: IS MY HERO STORY-WORTHY? Who is the hero of your story? What is their big problem or flaw (bonus points if they have more than one!). Remember, flaws start internally (from that metaphorical shard of glass) and manifest into external problems in your hero’s life. How is this problem or flaw affecting your hero’s life/world? What is causing this problem or flaw? What is the shard of glass? (Time to psychoanalyze, Dr. Author!) At the start of the novel, what does your hero want? What is their goal? (What do they think will fix their life?) How has your hero been actively pursuing this
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Does your chosen hero change more than any other character in the novel?
SETUP (1% TO 10%): An exploration of the hero’s status quo life and all its flaws, where we learn what the hero’s life looks like before its epic transformation. Here we also introduce other supporting characters and the hero’s primary goal. But most important, we show the hero’s reluctance to change (aka learn the theme) while also hinting at the stakes at risk should the hero not change.
CATALYST (10%): An inciting incident (or life-changing event) that happens to the hero, which will catapult them into a new world or new way of thinking. An action beat that should be big enough to prevent the hero from being able to return to their status quo Setup world.
DEBATE (10% TO 20%): A reaction sequence in which the hero debates what they will do next. It’s usually presented in the form of a question (such as “Should I go?”). The purpose of this beat is to show the hero’s reluctance to change.
6. BREAK INTO 2 (20%): The moment the hero decides to accept the call to action, leave their comfort zone, try something new, or venture into a new world or new way of thinking. It’s a decisive action beat that separates the status quo world of Act 1 from the new “upside-down” world of Act 2. 7. B STORY (22%): The introduction of a new character or characters who will ultimately serve to help the hero learn the theme. Also referred to as a helper character, this can be a love interest, a nemesis, a mentor, a family member, or a friend. 8. FUN AND GAMES (20% TO 50%): This is where we see the
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MIDPOINT (50%): Literally the middle of the novel, where the Fun and Games culminates in either a false victory (the hero has thus far been succeeding) or a false defeat (the hero has thus far been floundering). Something should happen here to raise the stakes and push the hero toward real change.
BAD GUYS CLOSE IN (50% TO 75%): If the Midpoint was a false victory, this section will be a downward path where things get progressively worse for the hero. If the Midpoint was a false defeat, this section will be an upward path where things seem to get progressively better for the hero. But regardless of path, the hero’s deep-rooted flaws (or internal bad guys) are closing in. 11. ALL IS LOST (75%): The lowest point of the novel. An action beat where something happens to the hero that, combined with the internal bad guys, pushes the hero to rock bottom. 12. DARK NIGHT OF THE SOUL (75% TO
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