I'm a big believer in Gall's law. Which states that complex systems that work are built from simple systems that worked. Building a complex system from scratch will fail. So rather than throwing down something like an episode guide, my post(s) will really be more like an outline for constructing the show. Yes, sometimes I like to fantasize myself as being the next Gene Roddenberry. Hey, who wouldn't want to be one of the authors on the short list of How To Construct A Speculative Fiction Universe?
This post doesn't really go into the particulars of constructing a D&D cartoon. This is because I start out talking about creating your cast of characters, a task which is pretty much universal and thus has generic advice. The actual plot of the show, which is also where I will be constructing example characters more fully, will have more details. So I apologize ahead of time if this post doesn't have much advice for a D&D cartoon specifically. The next post, if I feel like making it, will have more details.
So why did I start here? Because the single biggest thing that you can do to ensure the success of your adaptation is to have a cast of characters. Even if the rest of your show sucks donkey balls, if you have two or three regularly-recurring characters whom the audience takes a shine to then your show will have a lot of momentum.
Constructing the secondary cast
All casts of characters can be divided into two groups. Primary and secondary characters. While you don't need to have a large and vibrant cast of secondary characters (Teen Titans certainly got by without one) they are like the spice to your show. People often make two big mistakes when constructing the secondary cast; either they don't have enough of them or the secondary cast is too big. Because it's much easier to inflate a secondary cast than to keep them manageable (especially in Dungeons and Dragons) we will focus on the latter problem.
Introducing an interesting secondary cast and then not doing enough with them has been the Achilles' Heel of many a show. This will alienate fans even faster than not having them in the first place. When people take a shine to characters, they want to see them in action. It's like making a baby cry. If you want to make it cry, you give it a lollipop first--then take it away. If you never gave the baby a lollipop in the first place they would have nothing to cry about.
Regardless, once you have a sizable secondary cast you need to manage them properly. Truthfully, about the largest number of non-protagonist, non-villain characters that any show can support being in the limelight is about fifteen to twenty. The problem is that stories that go on for a long time (especially stories where the protagonists visit a lot of locales) have a tendency to inflate like crazy. You have five basic tools help you tame your cast size.
- If you're a really long runner, like One Piece, you can just rotate secondary cast members in and out of the limelight as necessary. This means that a character that was important in the first arc gets shelved for several years and then brought back. Pros: Least controversial way of doing things, rewards people for sticking with the show. Cons: Can alienate new viewers who hopped into the series at the halfway point. Also, you really do need to shelve the character for a long time; if the character stays offscreen for less than two seasons then they won't give any space for new characters. This is also a copout measure rather than a permanent solution. If your secondary cast really starts inflating you need to use another method. If you're such a badass writer that most of your secondary cast catches fire then people are going to wonder where so-and-so is anyway.
- Sketch members of your secondary character cast flatly. You should be able to describe practically the whole of the character with a short phrase. Pros: People grok the meaning of the character quickly. Saves valuable screentime you might need for plot and other characters. Cons: If done too often it'll give your world a generic feeling. Also if you employ this technique when your secondary cast is already getting too big (meaning that you gave character development to SC people beforehand) people will complain that the new secondary cast isn't as interesting as the old one. If you are going to use this method you need to really space this out.
- Kill characters off. Maybe not literally kill, but erase them from the story in a way that people won't be wondering where the character went. Pros: Keeps the stakes high in your show. Great way of generating drama and sympathy for a character, even an unliked one. Makes people think your show is more mature and adult than it really is. Cons: If you do this too often it alienates fans because they'll intentionally detach themselves from the character. If you do this too meanspiritedly people will hate it for the cheap gimmick that it is. Fist of the North Star had this problems in spades. While it's actually really dramatic when Rei and Toki are killed for real, Buronson did it so often that when it became Jyuza and Falco's turns (also characters that caught fire with the fanbase), it left people feeling angry and numb rather than ZOMG!
- Finish a character's arc. This is similar to killing them off but works differently. If your character is generating interest because people want to see whether the Schrodinger's Cat of their plot hook is going to live or die, decide it for them. The indecisive prince who is being bullied by his chancellor disposes of him and ascends to the throne. The alcoholic mom who causes problems for her kids sobers up. The shallow love interest who is in love with the main character gets a firm rejection and they find love with someone else. Pros: Thins the cast without it feeling meanspirited or cheeky. Cons: It may involve giving the character more screentime than you can spare. Also, if the reason why a secondary character catches interest is because of their personality rather than their issues, then this is not going to work. People would still want to see Han Solo in action even if he became mayor of Cloud City, married Leia, and paid off the Millenium Falcon.
- Do a side-story episode. Gather all of the secondary characters that you have been neglecting and give them a dedicated day in the limelight. This is a way to quench the fanbase's urge to see 'what's going on with so-and-so' without it derailing the plot too much. Pros: If done correctly, it's a really good way to 'deal' with the characters you've been neglecting. A good one of these will quell the fan-wrath for years. Cons: If done TOO correctly all it'll do is generate even more interest. This is also a huge problem if people find your secondary cast more engaging than the primary cast, like in Naruto or Bleach. Furthermore, depending on the length of your series you might not have enough space to do a side-story episode. But then again, your cast shouldn't have inflated that quickly anyway.
Constructing the primary cast
Don't make the primary cast bigger than the story can handle (unless you intend to kill someone off/have them turn traitor early to raise the stakes). While you're in the middle of the story adding to the primary cast, if done at all, should be done as a reward for being an interesting character that will benefit the show from having time in the limelight. You will have to play catch-up in the character development part with this character, but the whole 'new guy smooths things over with the old cast' generates lots of fun material. You should not have to promote people to the primary cast more than twice unless you have a REAALLLLY long-running series like, again, One Piece. By the time you get to seven people though you should seriously consider shrinking the primary cast before you use anyone else.
If you simply MUST have someone added to the team but you're worried about inflating the primary cast too much, make them an important hanger-on of sort. They're an aged weaponmaster who mentors the party. They're the younger sister of the Spiritual Type whom is too useful to leave at home because of their fortune-telling abilities but not strong enough to bring into the actual action. Avatar did this with Suki to some success.
So, character development. Character development is the meat and potatoes of peoples' interest with the character. Even the most badass character will become stale if they remain the same person over the course of the series, especially if their comrades change. But character development is a tricky beast--see what happened to Toph. Once she conquered her 'runaway from home' and 'friction with teammates' character hooks she got pushed off into the background. The trick to proper character development is to make them advance without not making them advance too much over the course of the series. They should have a couple of plot hooks that don't get resolved until the end of the series (if at all) or until they get removed from the cast. So if you have a mercenary hero who is angsting over all of the lives he's taken over the course of the series during demonic possession and is hated by the world because of it, you should either make them less hated or have him conquer his weakness towards possession. Not both.
The size of your primary cast has in inverse relationship to how big you should make your secondary cast. The fewer 'main characters' you have the larger you will need to make the latter be; otherwise it will make your world feel artificially tiny and/or the plots repetitive. Samurai Jack had one character and had to introduce new people for him to be with every episode. Teen Titans had five and they were able to get away with a mostly flat secondary cast.
But for a D&D cartoon, there's no contest. You should have five people in it. The actual game should be able to be smoothly ran with less people than this, but in the cartoon you don't have to worry about not finding enough people for a game or people not showing up. The success of Five-Person Ensemble casts have been documented extensively; search TVTropes, because I don't provide links to such hugbox tripe. In some ways, Dungeons and Dragons makes constructing your 'core cast' easy--you neatly dodge the biggest problem with most 5PEs have of the members being represented inequally. So as long as you avoid Mary Sues like Raistlin. So here is how I would construct the party:
- You need a leader type of some sort. Someone whom while not being the muscle of the party is still at the vanguard. The easiest way to convince people that someone is a good leader is to emphasize their nurturing/motherly/fatherly qualities. And the easiest way to prove have them protect the others. Unfortunately, this character has a tendency to be rather bland. I'll give my recommendations on how to spice this character up below this. My recommendation: A Paladin.
- You need a spiritual type/second-in-command of some sort. This person should constantly interject the settings' religion into it and be a walking advertisement for the wildlife and landscape without it being too obvious. You do this because you are trying to get people interested in the core game. To make this character more interesting, they should regularly be at odds with the leader type. The character should be constructed in such a way to be in a rivalry with the leader of some sort. If you notice, the most popular 'second-in-command's do this. Everyone remembers and loves Kain and Spock. As K said in another thread, this person should provide the alternative viewpoint. My recommendation: A Druid.
- You need a macho smasher type of some sort. This is stereotypically doesn't need to be a hugely muscled male; as Toph Bei Fong has shown us you can be a small female child and people will take you seriously as long as you have the attitude for it. You want this person to appeal to the 'dwarf' personalities and also because you will need a person who will punch the guard captain in the nads if the plot is going too slowly. This person provides the adrenaline and the boisterous belly laughs if done properly--do NOT make this character the 'strong, silent, stoic' type. They're boring as fuck. Everyone loves Sabin and Barret, nobody loves Kimahri. The macho smasher doesn't necessarily need to resort to physical prowess one-hundred percent but their way of fighting should be up and in your face. My recommendation: A monk.
- You need a smart type of some sort. This is the person who generates the snark and also the clever plans. They are there to stimulate potential players' imaginations and to make them realize that they could be constructing plans this awesome too if they play. If something sneaky or tricksy needs to be done, they are also the go-to guy. My recommendation: A bard (Rogue/Enchanter in 5E). Not the wimpy 3rd/4th Edition bard, but the badass 1st edition bard. Who was a spymaster/assassin/enchanter/illusionist. Biggest rule: NO SINGING. Playing musical instruments in combat is fine, if a bit silly. Singing to hurt enemies or help your friends is not.
So who should the fifth person be? That one is easy. This person is the Dark Magical Girl (again, ugh, see TVTropes). Now keep in mind that despite the title and the majority gender this archetype has the character doesn't have to be female. Famous examples of male Dark Magical Girls are Raistlin, Shadow the Hedgehog, Riku, and Uchiha Sasuke. They are the 'brooding loner' of the party, the person who just doesn't quite fit into the dynamic (this is intentional rather than a feature of bad writing) but is attached to the group anyway. The best example of this character I have ever seen done is Raven from Teen Titans. You will obviously have to change your version of the character to avoid too much of a direct comparison, but this person is obviously gold. My recommendation: A wizard (who will be the conjurer/evoker if 5E gets my druthers).
Let's go back to the leader type again. If you look at any cast which is composed of a team, the leader typically tends to be the least interesting person on the cast unless the author makes them overpowered compared to their teammates... which might make them worse or better, depending. This is because they tend to be the most responsible, the most moral, and the most mentally stable. And because it's much harder to write interesting characters who aren't conflicted internally or with others, they tend to be the most boring. Now, there's no reason why they SHOULD be this. It's just tradition. If you'll notice, the best 'leaders' are the type which are either morally shady, the comic relief/snarkmaster, or the most badass. Probably some combination of the above. If I was going to make a leader-type, they would be the 'bad boy' of the team. They're the most handsome, the most smooth, and the most morally ambiguous--even moreso than the Dark Magical Girl. The problem is that people have trouble writing these characters without them coming across as selfish or jerkish, which is what happened to Robin and Squall. I would base this character template off of Zuko or Batman, who are the closest towards getting it right.
(added section 8/3/2010)
More on primary cast construction.
Now with that out of the way. RULE NUMBER ONE ABOUT BUILDING YOUR CAST. The primary cast that you construct will be universally cute/pretty. A couple of members are allowed to be a 'grizzled' veteran (due to double standards, this will be male)/badass old grandparent, but that's it.
Look at what happened to Teen Titans. Cyborg is my favorite member of the cast. He's witty, he's hardworking, he's cheerful, and always has his teammates' backs. But the problem is that he's not pretty. So he's the least-popular member of the cast despite having no real reasons to dislike him. If they wanted to avoid that, they should've made him skinnier and shorter, made his cyborg implants less obvious (especially on the face and chest), and had given him some hair.
This unfortunately means no ugly races. And if they are from an ugly race then they will be made cute. The other flipside to this is that aside from being not-ugly, the character will also have to be shipping bait. I'll discuss more of this later, but the biggest thing is that they need to be about the same size as the average height of the rest of the cast. This means no-one grievously shorter than the rest of the cast.
So, my recommendation for races/class combinations:
Human Paladin
Elf or Hobgoblin (the race will receive a pretty retcon) Druid
Shifter or Dwarven Monk
Drow Assassin
Warforged Necromancer/Summoner who will be of the 'pretty pretty android' type.
If we use elf and drow then something will have to be done about that elf crap of 'we hit puberty at age 60 and live for 400 years'. That just doesn't work for the show. Either we'll have to bite the bullet and make them half-elves or we'll have to retcon the age thing. Now, ages of the characters? No contest. They are in the range of 14-18. If you need someone older or younger than that then they need to be added to the cast at a later date once they prove themselves.
Now let's talk about weapons/primary attacks for a bit. The biggest consideration for what kind of weapon you should have on your show is the extent of carnage that your network will let you show. This usually means that slashing and piercing weapons are right out unless you're doing something lame with them like pinning someone's clothes to a tree or fighting with a reverse-bladed sword. Trust me, this is VERY noticable on some shows like Teenage Mutant Ninja Turtles and Avatar. If you're lucky you might get your violence set at a 'Bleach' level where people are allowed to slice limbs off and drive swords into various body parts as long as they're not too graphic. But don't count on it.
Most of my example characters don't have to worry about constructing weapons to begin with. The druid, the monk, and the necromancer don't care about this stuff before their violence is safely PG-rated. The ones who care are the paladin and the assassin, who traditionally use a sword and a dagger. The assassin's weapon issues can be gotten around because they fight mainly through trickery and stealth and also has some offensive magic tricks. And because this is a Dungeons and Dragons cartoons a huge number of opponents will be cannon fodder that S&P don't mind having graphic things happen to like undead and elementals. So against foes that could bleed they'll use something else. When the 'safe to hurt' enemies come out it's dagger time. Which just leaves the paladin. What do I recommend? A short lance. That way for the most part the paladin can go full-throttle without creating too much blood and gore and it will 'feel' like they're using a sword, even if they're using it wrong.
So. Gender balance. Having a balance of 1/4 or 0/5 is not going to work. It's really noticeable and puts too much of an onus on the 'odd gender out' to perform. Usually the formula is 'two girls, three boys'. I'd like to change that to 'three girls, two boys', for a change of pace. Now, assigning sex. While I would really like to break out of the stereotype of having a male leader because it's seen too damn often, I would ALSO like to get away from the stereotype of having the straight-laced, friendship-speech giving, responsible, pure and healing-hands character being a female. It's a 'pick your poison motherfucker' deal here. The other ones are pretty easy, I think, and it won't ring anyone's PC-meters on what you give them. I personally would not make our 'angsty not really evil but DARKNYSS' brooder type male only because I fucking hate Raistlin. But that's a personal preference.
So here's the fun stuff. Cast dynamics. The trick here is to add as much conflict as you can without straining believability of their friendship. The best ensemble casts have a lot of tension underneath the surface but it's still clear that they love each other. Standard tricks include:
The ambiguous loyalty character: This is the character where the show plays at whether-or-not this character is going to turn on the group at a crucial moment. Traditionally this role has been given to the Lancer or the Dark Teammate. They don't always end up turning but it can be an interesting episode just to show us that. Teen Titans has showed us that you can make it really gut-churning if it's the hero, too.
The ambiguous morality character: This character doesn't necessarily have to be evil or even anti-heroish, they just need to be a counterpoint to what the rest of the group is doing to break out of groupthink. Spock and Data are examples of characters who form this role without coming off as shady... though you should still strongly consider having a character who approves of putting poison in the castle water supply or making a deal with the devil. This can be anyone, including the hero. It's not a good idea to combine this with the ambiguous loyalty character, otherwise you'll have the person come off as too much of a jerk.
Siblings: Two of the characters are related to each other by blood. For my example, the Elf and the Drow could be half-siblings. This can be a source of interesting friendship and bromance or a source of tension depending on how they're related. Something like a party member's parent running out on them to raise a happy family with the other party member.
Racial tension: Unfortunately, probably our only real opportunity to explore this concept except as a joke (because it is really depressing and sensitive) is through a fantasy cipher. You have two ways of doing this. You could either have two or more castmembers with a rivalry/grudge against another member, such as the elves on the dwarf, or one party member whose role it is to be the unspoken apologist for their race or the person who calls out the other castmembers on their insensitivity.
Unrequited love: Pretty much all casts have at least this dynamic happening once. Unfortunately, they usually mess this up in one or two ways. They have the unattached hero pining for unattached the chick which kills tension because you know that it's going to happen anyway. If you want to shake this up, either have a non-standard unrequited love match (such as the Green Ranger pining for the Hero) or have this aimed towards two people who are already a couple.
Evil family member antagonists: This one is a classic. Avatar did this perfectly. The trick behind this one is to have one or two party members who have a large, evil, powerful family whom they often come into conflict with. Great source of meaningful conflicts.
Power level discrepancy: Cast member A is inferior in power level to the rest of the cast and it causes them angst and discontent. You can either use it as a temporary motivation for them to become stronger or you can play it as a source of inferiority throughout the show. I recommend doing the former; no one likes seeing the sadsack character weep about how weak they are for more than a couple of episodes.
Naive newcomer gets exposed to the real world: People loooove having the 'rich kid has to make it on their own' character. It's a good way to emphasize how difficult and exhausting their journey is when the rich kid complains about having to sleep on a log or drink deer's blood for dinner. Usually this character gets over it and toughens up over the course of the journey, but if you regularly have party members have a spot of comfort like sleeping in an inn with real beds you can drag this out without making the rich kid look like a whiner.
Character has some side goal that's very distracting: This side goal needs to be something fairly important. 'Checking in on my younger sister' does not count. 'I'm part of a knightly league' or 'if I stay away from the druid circle for too long then my rival will maneuver against me'. The tension from this comes from the responsibility of the 'main' adventure conflicting with their other duties.
There's more than this, much more, but I have to get to class soon. Next time I'll talk about shipping--I think I laid down enough rules so that you can arrange the dynamics ahead of time, but this warrants its own discussion. Shipping is a really easy way for your show to get fans and spread word of mouth but it's also hard to get it working properly. Then I'll talk about villains.