A lot of epic fantasies work this way, and it is perhaps because of this need to fit into a team that creatures like elves and dwarves only tend to ever do the stereotypical elf or dwarf thing. Similarly, you see this sort of technique in ensemble police dramas, where a group of experts investigates a case, or military stories where each character has a particular function (stealth man, tech expert, wacky comic relief and so on).
Such as these guys, who I think were in Ally McBeal |
Series also tend to slowly work themselves in this direction. The second American Pie film (I told you this was a highbrow blog) is basically a "refinement" of the first: it contains more of what was entertaining in the first film and less of the boring stuff, so that more eccentric characters - who by definition tend to do one crazy thing - get more screen time. Inevitably, this has a caricaturing effect on a story, as more and more space is given to wacky characters behaving in a way that's been proven to entertain the crowd while the "normal" ones get increasingly sidelined. (It certainly moved American Pie 2 away from both Shakespearean technique and the Aristotelian unities, that's for sure).
Introducing the team
Setting up any group of more than three characters at once is tricky. Three is a natural number for comparisons, thanks to "more than" and "less than". With three people, it's easy to say "This person is X, this person is X plus one, and this person is X minus one". With four or more, there's a risk of confusion if you don't use enough description, and infodump if you use too much.
The first Dragonlance novel (another highbrow reference) deals with this rather well. In true Dungeons And Dragons style, a group of characters agree to meet at an inn. The book starts by describing different characters getting to the inn. Once a couple are there, the others arrive in ones and twos, so that there's no need to describe them all at once. They then hear some bad news and nearly get into a fight, giving them all the chance to show how they behave.
"We have a big tent." |
Another good way of introducing a group is to show each of them using their skills to the benefit of the team. I've mentioned before that Pixar likes to introduce each lead character by showing him doing what he does best. Similarly, a group of spies could be introduced by showing them working on a job: one is installing a listening device, another is guarding the door, and a third is controlling the operation from afar. Note that the reader will expect that this is how they operate, and will be surprised if they don't take these roles again.
Numbers
Four and seven seem to be good numbers for teams. I don't know why this should be, but with four characters it's easy to see who does what, whilst keeping enough room for arguments, tension, splitting up and so on. Space Captain Smith and its sequels have four core characters, because no matter who is talking, they can clearly disagree with someone else.
Seven is also a good number. Within that number, you can still have clearly defined personalities and roles ("He was our clown", one of the Seven Samurai remarks when a comrade dies) but you can have more subtlety and overlap. In Alien, Parker and Brett are both engineers, but they have different roles (and look very different, too). Similarly, Aliens quickly whittles its team of around 20 soldiers down to a core group of about seven. Of course, with more characters comes the option to divide the group - especially useful if exploring a haunted house, it seems.
Getting people to do things
It can be satisfying to make characters more accomplished as the story goes on, or just to make their lives easier, but each solution to a problem removes another reason for the reader to read on. This is also true about teams of characters: where you have a group, you have skills that can be pooled and (quite an important thing, I think) it's much harder for a character to feel lonely or isolated.
One way of getting around this is to give one of the characters a secret agenda. Perhaps they are being blackmailed into leading the others into a trap, or perhaps they are only allied with these guys out of necessity. Either way, it's easy to see how this could make a character feel alone, which is a good way of generating sympathy (don't overdo it, though) or creating tension as the moment as the moment of separation or betrayal approaches.
There's plenty more to say about this (I didn't even get started on my dislike of River Tam from Firefly, which I could talk about for ages). Character dynamics are important, and there's a fine balance to be had between over-emotive teams who start to resemble a support group, and a bunch of characterless chess pieces. I suspect, as with so much about writing, it's the balance that matters, and that practice makes perfect.
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