Actions and adventures help to mold characters when it comes to fantasy. Even if they aren’t on the road, they get involved in home issues like politics or social problems. It causes conflict that they grow from. Unfortunately, not everyone is big into going out of the house even if they have an important role in the plot. Withing the pages of War of Nytefall, you have quiet a few homebodies like Gregorio Roman and the nobles. They don’t leave their lairs very often, so what are ways to include them in the overall story and help them grow?
- Bring the action to them in some fashion. I don’t necessarily mean a fight, but have the other characters go to these homebodies for help. Just because they don’t go out doesn’t mean they are useless. You made them for a reason, which is probably more for intelligence and advice-giving. For example, it could be a mystery that their knowledge can bring clarity to.
- Give them a method of communication to the outside world. This can be a magic item in fantasy or a communicator in science fiction. Heck, a cellphone works for modern day tales. This allows them to interact with scenes that they are not physically present for. It might not lead to growth because they aren’t able to touch things and might only be a voice, but they will know what is going on. This also eliminates any future ‘report’ scenes to get them up to speed.
- Have them venture out at times. They might prefer to be home, but there can be specific events that they’ll leave for. Saving their friends or a once in a lifetime experience are examples. Homebodies aren’t necessarily agoraphobic. They simply don’t have an interest in going outside for various reasons. For example, Gregorio Roman doesn’t leave his lair that often because he’s been alive for centuries and feels that he’s seen it all. Yet, he will leave if he has to confront someone for the sake of vampire society or he thinks he’ll experience something new.
- Fear isn’t a bad reason to have them stay at home, but this becomes a crutch that needs to be overcome. For heroes, they’ll need to be faced with a decision to leave their home or let others down. The decision is a turning point, which either open them to the outside world or lock them in forever. Failing to do so once pretty much seals their fate with the audience. For villains, the fear is shown more to be caution and is covered by the use of minions. You can shrug it off as them feeling that the heroes aren’t worth getting personally involved, so they are able to get away with being homebodies more than heroes.
Any tips that you can think of to keep these characters growing and/or in the action to some extent?