>Tbh both trope based and trait based (and everything else based) character creation falls flat if a person thinks it's the only thing about it.
>It could be too heavily based, basically a walking stereotype, or just rooted within the idea, developed in all sorts of ways.
Agreed, it's not about taking elements and just mismashing them together in hope it goes somewhere, it's about carefully building the character from the elements as their basics and look at ways to bend them into something more unique, as well harmonious.
>I'm annoyed with simplicity of current designs. Simple designs find their place too but everything is a simple design these days and I'm so overfed with it.
I see where this comes from, and I say it's a well-founded discomfort. I dont mind simplistic character design choices, but they surely arent very powerful for storytelling and it shows, which blows when it's the only thing you see nowadays.
>"you should be able to write 7 short stories about a character with each story emphasizing on character's one side(not trait)"
Now this is neat, I like the idea, I'll make sure to put that into practice. Though I find seven to be a bit of an overkill, I'd say five is more suitable; then again I guess it depends on how much complexity you want on your characters, hence why you would be flexible on the number.
Say, you and I have some similarities on character designing and storytelling choices. Granted, mine is a bit more laid back and admittedly simplistic, but I also stick to the idea that elements should be something to expand upon and not just mindlessly mixed together and that a character should be as complete as a system, making character designing more like problem-solving applied to storytelling, having a solution for every kind of situation depending on the character's nature and not relying upon "template responses".
I really like your designing rule, I'll see if I can apply it, that gives me a very good excuse to write.