Friday, September 30, 2016

7 Recurring Characters for Your RPG or Story

In case you don't know what a recurring character is, the idea is simple. These are characters who show up from time to time in a story, but not so often that they're considered one of the main/supporting characters.


In a TV show, this might be a character that shows up in a few episodes each season, but that aren't in a majority of the episodes. In a book series, it would be a character that's in multiple books in the series, but not all of them (think Michael or the Alphas in Dresden Files). In an RPG, this could be an NPC that the party sees several times, but that doesn't show up every session/adventure.


Why Use Recurring Characters?
Put simply, audiences, be they readers, viewers, or players, like familiarity. They like when a character walks onto the screen and they know what they can expect from that character.


Because they aren't part of the main cast, sometimes recurring characters can be more dramatic or shake things up more than people who are always present can (since those who are always present generally have to maintain similar relationships to everyone else, or primarily make choices that can later be readjusted back). This allows these recurring characters to sometimes leave more of an impact on the audience, gaining a particular following and favoritism that gets audience members excited when they know that character will be returning.


It's good to use recurring characters when possible. Rather than introducing a new character and adding to a growing cast, putting in a familiar face helps the audience to connect by utilizing an already established connection.


Examples of Recurring Characters
1. The Old Friend
This is someone from the past of one of the main characters. One of the more common/effective uses of this character is to have them be a former best (or at least close) friend of one of the main characters. They may still consider themselves to be friends, but they certainly aren't as close as they once were.


One of the benefits of the old friend is that it allows the rest of the main cast (as well as, or even more so, the audience) to learn more about the regular character's past. Possibly, if the regular character talked or acted differently in the past, the old friend being around may even cause them to revert back and pick up some of their old habits.


In addition to this, drama can be ramped up in a few of ways. The regular character who is friends with the old friend may care a lot about getting the rest of the main cast to like the old friend. Dialed up if the old friend is expressly the sort of person the main cast doesn't get along with, or vice versa. The old friend may be jealous of the regular character's friendship with the rest of the main cast, or vice versa. Further, the old friend may have changed from the person the regular character remembers. This could create tension as the change makes the two less compatible, or if the old friend tries to hide this change. It can also be played the other way, with the regular character being the one who has changed, and this can even be used to show character growth. Another way the recurring character might hide things about themselves is if they are just trying to use their friendship with the regular character for some advantage that they are otherwise keeping secret: money, a place to stay, access to the regular character's work or friends, etc...


This is more commonly used in sit coms, but it could be worked into RPG scenarios or other works as well. In an RPG, having people that one of the PC's grew up with show up is always interesting. Maybe they lived in the same village as kids. Maybe they trained at the same academy or went to the same school. Maybe the old friend is a member of the PC's former adventuring company.


2. The Needy Relative
A person connected to one of the main characters shows up. They need something. They may or may not be open with the main character about that, but their presence will be clear to the audience as a metaphorical weight around that character's neck.


There may or may not be some overlap with this and the old friend, especially as many relatives tend to have ties to a character's past. Relatives also have ties to a character's present by way of the family, and can be a way of showing the people a character is connected to in that way. If other family members have shown up previously, a relative showing up can provide an update on the status of something going on with that family member, helping to establish more familiarity with the audience and providing them more information on a situation they might care about without having to do a whole episode/scene/chapter/lengthy thing about it.


Drama with the needy relative usually comes from the need. Like the old friend, they may be concealing this need and plan to take advantage of the main character covertly. Possibly they are a pickpocket who is fleecing the main cast for every dime they can get, or possibly they are less sinisterly just trying to use their connections to gain an advantage-maybe a job or access to someone for which they have feelings. They may, however, be open about their need, relying on the character's sense of duty to their family or general righteousness to gain their help.  Possibly, it might be a health issue or something else for which the expression of the need isn't desired by the relative, but that it is necessary.


This is common in dramas, sit-coms, and the like, but it can be used in any story.  In an RPG, nothing motivates a PC so well as someone they already like and have connections to asking them for help.


3. The Love Interest
Used in stories where the love interest isn't also one of the main characters, this is someone that one of the main characters has affections for.  If it's a recurring character, it's often a plot that advances in phases over time, but sometimes not.


Usually, the main character will develop affections for the love interest, and there will be a pre-relationship phase where the audience is teased with the will-they/won't-they drama. If the love interest doesn't reciprocate the main character's feelings, then they usually don't stay in the story for very long after, making them less likely to be a recurring character.


Once the couple enters the relationship phase, the character is free to come and go in the story as a tie to that main character as needed and for any number of uses. This can reveal things about the main character and how they treat relationships, but a love interest can also be used as an extra main character for stories where an extra person in the group would be helpful.


In RPGs, many groups don't like to utilize romantic plots due to awkwardness of the meta-issues of a DM and a player playing characters that have feelings for each other, especially if there are romantic relationships going on in real life between any of the involved parties. That said, for the groups that do utilize romantic plots, it can be a strong motivator for PCs. A PC will go to great lengths to win the affections of a love interest, and once having them, they will often do many things for that love interest to support the relationship and show their love. Love interests endangered motivate PCs, but this should not be done so often that it makes PCs afraid to develop connections to people for fear of being punished by their loved ones always being in danger.


4. The Ex
Maybe the main character had broken up with their ex at a point before when the stories began, or maybe she was once a love interest who moved down to this position, having a former flame show up in a main character's life is a sure way to generate drama.


The ex can be utilized in a number of ways, depending on how both the ex and the main character they are attached to feel about each other at present. If one wants the other back and the other doesn't, there are a series of issues that come with how they handle that. It could potentially even show character growth in a main character who has moved on. If they both have resentment towards each other, the return of the ex can be antagonistic to both sides. If they both want to get back together, then either the ex might move up to being the love interest, or they might be reminded of why they never worked out in the first place.


3. The Co-Worker
This is someone that one of the main characters works with. The main character usually either likes this co-worker, or they don't, but they're rarely undecided.


If it's someone the main character likes, then they may have a similar effect of the needy relative, using this affection to try to get the main character to help them with work projects to boost their own success. If a friendship develops with the co-worker, they might have some similarities to the old friend, with tensions being caused if the co-worker doesn't get along with the rest of the main cast, or if there is jealousy on either side. It may become a workplace romance, going into the territory of the love interest, but adding any tensions of having to work together on top of their romance.


If it's someone the main character doesn't like, the issues caused can range from annoyance (see Patrice from How I Met Your Mother) to active sabotage from either side. If this co-worker is in the same position as the main character and they are both competing for the same projects/jobs/promotions, it may extend into the territory of the rival.


4. The Business Contact
This is someone who a main character has to work with for their job, but who they don't see regularly. In spy fiction, it may be a contact on the ground in the location. For someone who works in an office job, it might be a supplier or a potential client for their business. Usually, these contacts don't work/live near the main character and they show up either if the main character goes to their location, or if they come to visit where the main character works.


5. The Staff Member
This person works somewhere. Somewhere the main cast goes often. Maybe it's a bartender that shows up from time to time. If the characters are accident prone or have health issues, maybe it's a doctor (one of my favorite recurring characters is the doctor in Arrested Development). Especially in RPG games, it could be a quirky and interesting shopkeeper.


These rarely increase the drama or plot of the story, but they do help to provide familiarity. If they have defining/interesting personalities, they can also provide humor or fascination for the audience.


6. The Villain
This is the bread and butter of comic book superhero stories. This is the Joker, Loki, Dr. Doom, the Riddler, Green Goblin, Lex Luther, etc...


These are the characters who show up over and over again and ruin the main character's lives.  They pose a threat that forces the main character to act or lose something important. When they come onto the scene, they come with all the existing tensions of the previous times that they've fought against the heroes.


Audiences like recurring characters, but they love recurring villains.


For me, I think that a lot of times I find myself rooting for the villain even more than the hero, and I don't think I'm the only one who does. Something about villains fascinates us. We want to know how they think, how they do what it is that they do. Add to that the familiarity of seeing them over and over again, and some additional quirks and attributes that charm an audience, and you've got a recipe for something audiences can't turn down.


In addition to all that, we as people process most things through conflicts. Through overcoming adversity. This is what the majority of stories are about. Seeing the hero in conflict with a villain is the story conflict going back through the ages. It's familiar. It speaks to us on an innate level. Having a recurring villain of great power magnifies that over and over again.


The biggest issue with recurring villains, especially in RPG campaigns, is how to keep the heroes from killing them.  In stories, it's easy, because the creator controls both sides of the board. The heroes have qualms about killing people, or the villain has an escape route and gets away, or the hero puts the villain in prison (only to have them escape later on. Seriously, does Arkham just have a revolving door in the back of it?), but one way or another, it's easy in fiction to make the villain able to come back later on.


In RPGs, where PCs are often murder-hobos, it's a little bit harder. If they enter combat with the villain, they're often going to kill said villain, making it harder to make them recur. Here are some suggestions for how to deal with that: You could have the villain interact with them in settings where they can't kill him. Maybe he's a well respected noble and they meet him at a party where no one would believe them if they accused him or tried to battle him. Maybe he's talking to them from atop a cliff or otherwise in a place they can't reach. You could have the villain interact through minions or messages, which makes their presence recurring, but it doesn't seem to actually have the villain itself be recurring. You could use things like holographic projections or robots that look like the villain which are directly controlled by the villain. You could make sure the villain has an escape route whenever the PCs would encounter them. (This should be done carefully, as PCs are clever and may find a way to cut off this escape route, or, especially if the villain tries to fight before taking the escape route, they may kill the villain before he/she can escape. The only way to be sure of an escape would be to fudge die rolls or how much damage the villain is taking, which some people may see as underhanded/unfair GMing, even if it is for a better story.)


One way of having a villain recur, either in stories or RPGs, that I am wary of, is bringing them back from the dead. I'm not saying that this can't be done effectively, because it can. I've seen great examples of it that I've really liked. However, if your work, be it an RPG, or a book, or a tv show, or anything else, brings people back from the dead too much, death will become meaningless. Your audience will stop caring when people die, which takes away the emotional consequences of death in your story.


7. The Rival
One might consider the rival a subset of the villain, but it is a subset that is specific enough that I wanted to talk about it.


The rival is a great recurring character. It is someone who reminds the audience of one of the main characters, because the share many of the same attributes. They're good at the same things. Oftentimes, if the story is of a sort where things like darkness or evil make sense, the rival might be seen as a dark/evil opposite of the hero, using the same skills and attributes in more sinister ways.


But one of the things that makes the rival particularly compelling is that they usually want the same thing the main character wants, and that thing doesn't split between them. Maybe it's a promotion at work. Maybe it's the affections of a particular love interest. Maybe it's a lost relic of an ancient civilization. Maybe it's a super weapon.


The rival is great because it raises for the audience the tensions of a race to the finish line as well as questions about which side's skills and tactics will prove superior. Since usually (but not always) the rival is more willing to be underhanded than the main character, they have something of a leg up from the start.


What other recurring characters have you found that you've liked? What do you like about them?

7 comments:

  1. Have you heard of Carl Jung? He was the protege of Freud and developed some interesting thoughts on a Collective Unconscious. He believed that across all cultures, we all have shared universal symbols that represent common types of people and shared experiences in our lives. Jung coined several archetypes like the Wise Old Man, the Shadow, the Great Mother, etc. The idea is that we share these common ideas of "character roles" so to speak, and we seek meaning in how they interact in our lives. They teach us about ourselves and our own purpose. Your thoughts reminded me a lot of Jung's ideas!

    You raise interesting points about the villain. It is fascinating how we often end up being more intrigued by villains than by heroes. I wonder if that's also partially because villains tend to be portrayed as more flawed and developed characters at times. We learn more about why they are the way they are, and we find that they may seem more unique than the stereotypical hero who is typically going to end up doing the right thing.
    I really like your point about how we process things through conflicts. Villains often give us a chance to watch the heroes grow and change. I like your creative ideas about how to stop PCs from killing the reoccurring villains too early.

    I also enjoy the mentor/"Wise Old Man" recurring character, as they tend to encourage main characters to either come to a new revelation or reflect on something they've known deep down. They tend to foster growth and help progress the story. Someone like Mr. Feeny, for instance, was instrumental in shaping who Cory became. I'm not sure if I've ever come across that in an RPG setting for the most part, though.

    P.S. I laughed out loud at the mention of the doctor on Arrested Development. ;)

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    1. I'm aware of Jung, but not especially well studied in his work. I think that, from my experiences, it does seem like there are certainly recurring archtypes that span across genres and cultures though. The familiarity of archtypes can be comforting to an audience member, inviting them into the story with something familiar. Even if they don't keep to the familiar in the story itself.

      Related: http://tvtropes.org/pmwiki/pmwiki.php/Main/CommediaDellArte

      I expect I'll talk a lot about Disorder in the future, but I think that we're fascinated with it, and that's why we process through conflict. It also makes the villain seem more interesting to us.

      Mr. Feeny is a great wise old man. There's a lot that's relatively unknown about POD stuff, but I think Occule (sp) partially filled, or at least stood adjacent to this role from time to time.

      But in general, in RPG settings, I think the wise old man NPC can be used as a valuable resource, pushing the characters further and informing them with his experience.

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  2. I agree that it is all too common for people to cheer for the villain. I would guess that I think about morality, etc. - particularly being a villain - more than others; yet, in all my thought experiments, I can't say that evil is fascinating. Somehow, others find that good is boring, evil intriguing. But, paraphrasing my philosophy professor, if you think that doing good is boring, you know nothing of the lives of saints.

    For me, it is simple: If the villain is more interesting than the hero, it is just bad storytelling, period. Such works are perverse by definition. This comes up in contemporary struggles of good vs. evil and seems related to my comment about flaws on the previous post.

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    1. I would be interested in if you could give an example of a hero/good character who is interesting for aspects other than flaws/areas where there personality is less than good/orderly. I'm not saying they don't exist, but I know that of the heroes I am interested in as characters, the interesting bits tend to be the areas where they aren't completely good.

      I think, on the whole, it has to do with how we process things through conflict. A character is strong when they overcome a flaw, but having that flaw is what allows for that interesting arc. A character who is already perfectly good has no advancement. They are static.

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    2. As I said in my comment on your previous post, "I think I'm generally interested in characters with flaws; I think flaws define characters as well or better than their abilities." I disagree, however, with the notion that what is (exclusively) interesting about characters are where they are flawed.

      As for an example, Monday we celebrated Martin Luther King Jr. I find him to be a compelling character in the stories I've heard about him, but not for his flaws. I've heard rumors that he was unfaithful to his wife, etc., yet I don't find that piquing my interest in him more than before. I find such flaws to be uninteresting in the context of the story. Perhaps that helps people obsessed with disorder to care about him and his story. I feel sorry for those who, without scandalous rumors, find his life story boring; I find him moving and motivating.

      I'd be happy to thoroughly address the perverse belief that flaws and evil are more interesting, but I'd need more time and space than this comment section.

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    3. Ocule, I appreciate your continued discussion.

      I think that in this case, as with many, it sort of comes down to definitions. (Particularly what is interesting, as well as if a character is defined by their personality, their actions, or both)

      I think that the ways in which Martin Luther King Jr. changed society are interesting and important. I think that he is an inspirational figure, and that studying him and his character could be a way of learning courage and other important traits. Moving and motivating, as you said. Particularly in the age we live in. I agree that the idea that he may have been unfaithful to his wife seems irrelevant to the story as a whole (assuming that the story we're talking about is focused on human rights and the like.)

      So, I am interested in the change he caused, and I am interested in him as an inspirational figure. But, he doesn't terribly interest me as a protagonist in a story. His story is more interesting (to me, from a story-perspective) because of the world in which his actions took place (and those actions themselves) than his personality/character.

      This is similar to (although more real-world, important, and inspirational than) my thoughts on Captain America, particularly the second movie. I personally am not particularly interested in Captain America as a character (a lot of people would disagree with me.) He is more or less always good, always right, and doesn't really have any personality defects that I'm aware of. That said, the second Captain America movie is one of the most interesting Marvel movies thus far, and Cap is the best hero to be the protagonist in it. He is not particularly interesting, but in a story in which you don't know who to trust, he's the one person the audience knows they can count on. The solid rock in the shifty world.

      Similarly, I think MLK isn't that interesting of a character from a story perspective (in my opinion), but the story he's involved in is very interesting and he is the person who needs to be at the center of it from a story perspective-not just because historically he was, but because he has the most clear perspective at the time.

      All in all, I think that the best people are often the least interesting characters from a storytelling perspective. That doesn't mean they can't be important, or even essential, to an interesting story.

      I would also be happy to continue discussion on the idea that flaws and/or evil are more interesting at a time and medium more suitable to you.

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    4. Sounds good. It seems that you have some insight about the role of conflict that I would also like to hear more about.

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