Kurt Vonnegut, in his short story collection Bagombo Snuff Box, provides eight rules for writing fiction. Among the most important and valuable of these is rule 3: “Every character should want something, even if it is only a glass of water.” In any piece of character-driven fiction, the motivation, the “wants” of the characters are the key force of the plot.[] Your character, if the reader is to actually give a damn about them, must have a motivation. It is this motivation that will drive their interactions with other characters (who must have a motivation), and their interactions with the plot. This plot need not be pre-constructed, but it must have a connection with those motivations.
To put it another way, I’m not a fan of the “write down everything about your theoretical character” school of character creation. Unless it is directly relevant to the story at hand, or provide some sort of contrast with what is occurring in the plot, the character’s favorite food or the slogan of his alma mater is probably not something I need to plan out ahead of time. I would rather create a character with some basic attributes, flesh out the personality in my mind, add a memorable quirk, and then let the smaller details come on their own. However, this character requires something to actually make me want to write about them, and something to carry them through to any resolution (or lack) that the plot may take: to wit, their motivation.
Among the most elemental plots is the quest story. In a quest story, the protagonist seeks a thing, not necessarily tangible, Alfred Hitchcock called it the MacGuffin.[] The actual identity of the MacGuffin is unimportant. The actions that drive the plot focus around just why our protagonist wants the MacGuffin. The tangible object can be another person (love story), an ideal—the MacGuffin could even be the lack of something.[] What is most important in this story is that the wants of the character are what’s driving the plot, and not the plot that’s driving along the character. The distinction is subtle, but simple.
My favorite technique for generating a story idea is to develop a character and put them in a situation that is totally out of their experience, and letting their reaction drive the story. I want to analyze for you “Week Three,” a short story that was part of my Fifty-Two Stories project.[] Gregory, the story’s protagonist, is a child. He’s mischievous, aggressive, and unrepentantly childish, as well. What he wants is to resist and to control, hence the behaviors that put him into three weeks of detention. His antagonist, Mrs. Hofflan, wants nothing more than to teach Gregory that he is not the center of the universe. The confrontation between the two that climaxes the story epitomizes how a character can react to a revelation that shocks their worldview. Gregory’s understanding of the impact of his actions forces him to re-evaluate his wants. He loses, and he is no longer the center of his personal universe.
Any story, without the proper motivation to anchor it, and propel the plot, will fall flat. There are a myriad of wants and motivations: fear, love, anger, hunger, escape, sleep, and victory are a few that could, when done well, create interesting and captivating stories. The most important thing, however, is not what the motivation is, but how the writer wields it, and connects it to the story. If a writer’s protagonist is reuniting with a childhood friend, but spends the entire story stoned in the back seat of a car while her friend get into a violent drug deal, they have not fully connected the motivation with the story—as well as committed a grievous error in point-of-view.[] A character with motivation, as well, gives the reader something to relate to, a universality that is at the heart of the best fiction.