How it works
These side character ideas come in five parts: their place beside the lead, one trait that shows in every scene, what they know that the lead does not, a running bit and what they want for themselves.
Read the full guide
One trait, shown every time
A side character gets little room, so one visible trait does the work of a chapter: one glove on alternating hands, a different fruit in each scene, always arriving through the wrong door. Choose it once and never explain it.
Minor character ideas with a life of their own
The last part is a want that has nothing to do with the plot: a berth on the spring boat going south, or for the paymaster to get their surname right. It is what makes a reader wonder about them after the scene ends.
- Let the side character know one thing first. It gives them a reason to be in the room.
Questions and answers
What makes a side character memorable?
One trait a reader can see and one want of their own. On this page a gate guard who waves the lead through unsearched may offer everyone a seat and stay standing, and want to reach their own doorstep ahead of winter.
Can I use these as NPC character ideas for a game?
Yes. The group People at the edges is written for that: a ferry operator, a pawnbroker, a town clock winder. Each comes with something they know, which is a reason for players to talk to them.
How is a side character different from a sidekick?
On this page a sidekick is one kind: the allies and helpers. The first list also has thorns and rivals, and people at the edges who meet the lead only in passing.
Do the ideas fit any genre?
Most do. The roles avoid magic, and most avoid machines, so a quartermaster or a landlord can stand in a fantasy, a western or a city story. Change a ferry to a shuttle and the rest still reads.