Writing The One

Many movies, books, and other works of fiction involve a protagonist who is destined (or fated or whatever other term you choose) to save the world. Only he (or she, but this is rarer) can do this. No one else has the power, or the will, or the knowledge necessary to accomplish this feat. But this character does, for some reason. He is The One.

Stories of The One aren’t hard to find. For example, Neo, in The Matrix, is explicitly referred to by that moniker. But the idea of a single savior of the world, someone who can do what no other person can, goes back centuries, if not more. After all, it’s the founding idea of Christianity. Perhaps that’s why it’s so embedded in the Western mind.

Writing a story about The One is fairly straightforward, but there are pitfalls. The most obvious is similarity: how do you distinguish your hero from all those who have come before? That part’s up to you, and it’s so dependent on your specific story that I’m not sure I can say much that would be relevant. However, I can offer some food for thought on the general notion of The One.

Begin at the beginning

Let’s start with the origin story, since that’s what is so popular these days. How did your One come about? More importantly, how did he gain that status? Here are a few ideas:

  • The One was born that way. This one works best when it’s fate driving the story. The One is somehow marked from birth as such. Maybe he was born in a time of omen, like an eclipse. Or he could be the child of a supernatural being. In any event, this kind of story can deal with the conflict inherent in growing up as The One. Another option is that The One’s status is fixed at birth, but his power comes later.

  • The One received the destined status at a certain time. This could be at a coming of age (18 years old or the cultural equivalent), or at the time of a particular event. Basically, this idea is just a delayed form of the one above, and most of the same caveats apply. The benefit is that you don’t have to write a story about a character growing both physically and metaphysically at the same time.

  • Something changed the course of fate. In other words, The One wasn’t always meant to be; he only came into his own after a specific event. The death of his parents, for example, or a plague ravaging his homeland. Or, perhaps, he finds a sage or a sword or whatever, setting him on the path of becoming The One. Before that, he was a kid on a farm or something like that. Clearly, in this case, some part of your story needs to tell that story, whether through a prologue, a series of flashbacks, or some other storytelling device. (Another option, if you’re making a trilogy or similar multi-part story, is to have the first “act” tell the protagonist’s origin.)

Method to the madness

Now we have another question: how does The One work? Rather, how does his status manifest itself? Jesus could work miracles. Neo had essentially godlike powers while he was in the Matrix. Luke Skywalker was simply more powerful and more adept at the Force. None of these are wrong answers, of course; the one you want largely depends on the goal of your story. Some options include:

  • All-powerful, all the time. Sometimes The One really does have the power of a deity. That can work for movies, and even for books. It’s harder for a video game, though, and it can be tricky in any medium. The hardest part is finding a way to challenge someone who has such a vast amount of power. Look to superheroes, especially overpowered ones like Superman and Thor, for ideas here. (If this kind of The One gains his powers after a life-changing event, then you have a nice, neat solution for the first part of your story.)

  • Increasing over time. This one is popular in fantasy literature and video games, mostly because it fits the progression model of RPGs. If you’ve ever played a game where you slowly “level up” as the story unfolds, then you know what’s going on here. Either The One grows in overall strength, or his powers gradually unlock. Both ways can work, but a non-game needs to be written so that it doesn’t seem too “gamey”.

  • Unlocking your full potential. Instead of a slow rise in power, it’s also possible that The One’s path follows a pattern more like a staircase. Here, pivotal events serve to mark the different “stages” to The One. In actuality, this is another way of leveling up, but it’s guided by the story. The final confrontation (or whatever would end the world, if not for The One) is then the final level, and drama dictates that this is when the protagonist would reach the apex of his ability—probably shortly after a failure or setback.

Supporting cast

The One isn’t always alone. Any proper world-saving hero is going to have a set of helpful allies and companions. By necessity, they won’t be as powerful, but they can each help in their own way. Almost any type of character works here, as long as they can fade a little bit into the background when it’s time for The One to take center stage. Here are some of the more common ones.

  • The love interest. It’s a given nowadays that a hero needs romance. In video games, the current fad is to let the player choose which character gets this role. For less interactive works, it’s obviously a fixed thing. Whoever it is, the point is to give the hero someone to love, someone who is utterly dependent on his success, in a more personal way than the rest of the world.

  • The childhood friend. This is another way to add a personal element to the catastrophe. Like the love interest (which can actually be the same person), the childhood friend “grounds” The One in reality, giving a human side to someone who is by definition, a superhuman. (Note that you can also substitute a family member here, but then you can’t really combine this role with the love interest.)

  • The strongman. Unless The One is physically strong, he’ll likely need additional muscle, possibly even in the form of a bodyguard. This works in traditional fantasy, where it’s standard for the mages to be weaklings with massive hidden power. For most other styles, it’s harder to justify, but a tough guy is welcome in any party.

  • The academic. Some stories rely on the fact that The One doesn’t know everything about his potential, his destiny, his enemies, or even himself. The academic, then, serves the role of exposition, allowing the audience to learn about these things at the same time as the hero. This kind of character shines in the early acts of a story; by the end, dramatic pacing takes precedence, and the academic is no longer needed.

  • The otherworldly. In stories with a significant supernatural element, The One might have an inhuman friend or ally. This could be anything from a guardian angel, to an elemental creature, to a bound demon, to even an alien. This otherworldly character can break the rules the story sets for “normal” humans, as well as giving the protagonist an outside perspective. It can also function as a kind of academic, as beings from other worlds or planes often have hidden knowledge.

  • The turncoat. There are two ways you can go with this character. Either he’s someone who turned on The One—in which case, the turncoat makes a good secondary villain—or he turned on The One’s enemy to join the “good guys”. This second possibility is the more interesting, story-wise, because it’s almost like adding a second origin story. Why did he turn? Is he going to try and double-cross The One? The turncoat can also be a way to provide inside information that the protagonist logically shouldn’t have access to.

Conclusion

Writing The One is easy. Writing one of them to be more than simple wish-fulfillment is much harder. Put yourself in your characters’ shoes. Not just the protagonist, but the supporting crew, too. Think about the mechanism of fate, as it exists in the world you’re creating. And think about how you show the power that The One has. Sure, explosions are eye-catching, but they aren’t everything. The One can outwit his foes just as easily as he can overpower them, and sometimes that’s exactly what he must do.

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