A Quote by Francine Rivers

The goal is to have every character take on a life of his or her own. Sometimes characters will come into the story that I haven't planned. — © Francine Rivers
The goal is to have every character take on a life of his or her own. Sometimes characters will come into the story that I haven't planned.
I feel like if you aren't honest and if you don't let go and ease up off of the narrator, then the story doesn't take up a life of its own, and the characters can't take up a life of their own. You handicap the story when you try to protect your characters.
The story man must see clearly in his own mind how every piece of business will be put over. He should feel every expression, every reaction. He get far enough from his story to take a second look at it... to see whether there is any dead phase... to see whether the personalities are going to be interesting and appealing to the audience. He should also try to see that the things that his characters are doing are of an interesting nature.
If you're writing a scene for a character with whom you disagree in every way, you still need to show how that character is absolutely justified in his or her own mind, or the scene will come across as being about the author's views rather than about the character's.
I have no idea who the characters are, later, their personalities take over anything I might want to do. I end up writing not from my own will, but from theirs-they come alive as I write and make me do things that I couldn't have planned.
In every take, that you're not sure of what they're going to cut and paste together and what the arc or the purpose or the intention of your character's journey will be in the story. You don't have control. Sometimes that's wonderful, and sometimes that can be scary.
One of my standard - and fairly true - responses to the question as to how story ideas come to me is that story ideas only come to me for short stories. With longer fiction, it is a character (or characters) coming to visit, and I am then obliged to collaborate with him/her/it/them in creating the story.
For all its peculiarities and unevenness, the Bible has a simple story. God made man. Man rejected God. God won't give up until he wins him back. God will whisper. He will shout. He will touch and tug. He will take away our burdens; he'll even take away our blessings. If there are a thousand steps between us and him, he will take all but one. But he will leave the final one for us. The choice is ours. Please understand. His goal is not to make you happy. His goal is to make you His. His goal is not to get you what you want; it is to get you what you need.
Characters take on life sometimes by luck, but I suspect it is when you can write more entirely out of yourself, inside the skin, heart, mind, and soul of a person who is not yourself, that a character becomes in his own right another human being on the page.
I don’t mind if the character is a small character, but I would just like her to have a journey in the film. Sometimes the characters are just there as a prop to further the man’s story. The great directors I’ve talked to, I’ve said listen, I don’t mind playing a woman that is a tiny part, but how does the story affect her? What can I play in the end that’s different from the beginning? Otherwise, it doesn’t make sense, because it’s just like being a prop.
The goal for us to do with Squanchtendo is to approach all of our projects with a goal of adding interesting characters, personality, and a story to interact with in-game. Every game we make will be built from the ground up for whatever hardware it will launch on.
The writer must always leave room for the characters to grow and change. If you move your characters from plot point to plot point, like painting by the numbers, they often remain stick figures. They will never take on a life of their own. The most exciting thing is when you find a character doing something surprising or unplanned. Like a character saying to me: ‘Hey, Richard, you may think I work for you, but I don’t. I’m my own person.’
Before I start, I trick myself into thinking I know what's going to happen in the story, but the characters have ideas of their own, and I always go with the character's choices. Most of the time I discover plot twists and directions that are better than what I originally had planned.
A lot of the challenge with TV, as opposed to making movies, is that you have to leave room for the characters in the story to tell themselves. Sometimes you don't know where a character is going to go and what's going to happen to them until you've seen the actor take that part and make it their own.
Most of my story ideas come from my childhood. Sometimes they hatch from stories my parents told me, sometimes they come from experiences in my own life, and sometimes they are inspired by mere moments.
We had established Harley Quinn as an accomplice to the Joker who was also crushing on him and found herself in the middle of this weird relationship being at the beck and call of his every whim. We wanted to stretch her and make her a stronger character, so to have her leave him and go off on her own was a story I wanted to tell for a while.
I start with a tingle, a kind of feeling of the story I will write. Then come the characters, and they take over, they make the story.
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