Tag: Way With Worlds

 

Posted on by Steven Savage

Classic Pyramids

[Way With Worlds appears at Seventh Sanctum and at MuseHack]

Have you ever read a story and things just seemed to work . . . wrong?

  • The hero defeats one guy and then the world is safe, the Evil Army is destroyed, he gets the girl, and his chin is still awesome?
  • The superpowered alien who somehow manages to release massive, colorful, well-animated attacks that just well . . . have no side effects, no source, and no real explanation?  I mean how do you release a “gravity buster” without messing up everything but the guy you aimed it at?
  • The villain who’s massive, connected, complex plot works perfectly while in the real world you aren’t even sure the game you’re working on will ship without a day one patch and an apology?

You know that feeling. Things happen easily in stories and games – too easily. Cause and effect apparently are having a trial separation and you worry they’re going to get a divorce before the book ends.. Simple actions have massive and unwarranted repercussions. We snicker, we laugh, we roll our eyes – and we’re out of the world because things just work wrong.

A lot of world building is about Power, in the non-Machiavellian sense.  It is about how something gets a result, and when you don’t make it work right in your world, then your world is no longer “real.”

Power, from super attacks to a clever cutting comment, done wrong makes a world unbelievable. If you’re building a setting, writing in a setting, you want to make sure that you don’t trip people up so they stumble out of your world. In building your world, you have to get the power of things, of people and weapons and comments and plans, right or the world is back to being words on paper or pixels in a game.

Fortunately I have a rule for getting it right. I call it the Pyramid Of Power. Which is a useful rule, and not the place Kephr-Ra, The Never-Dying, hid the Staff of Omens to keep it from Man-Cat and the Silvermasters. (more…)

Posted on by Steven Savage

Michaelangelo God Adam

After spending last column talking about characters in continuity, in world building, it’s time to talk about creating characters themselves.

I held this off until talking about the role characters play because of all aspects of world building, Character creation is the one that can (and in my opinion, should) be the most complex. As noted, a character is in a way the summary of the setting, and in turn, extremely complicated. Because they’re complicated, a sense of where they fit is important.

Characters are your setting come to visible, relatable life. Or at least should be.

The problem in discussing “how to create” characters is the process itself is also unpredictable, personal, and unique for everyone – just as characters are unique. So I can’t give you a system or even a list of questions that’ll “do it for you.” In fact, I shouldn’t because we all do this differently.

What I can do is give a list of techniques i’ve used, I’ve encountered, and I’ve coached on to help you create characters. Some you’re doing. Some you aren’t. Some will work. Some won’t – but would work for someone else.

But you can find what works for you.

After all I said it wasn’t simple. People never are – and that’s what you’re creating. (more…)

Posted on by Steven Savage

Crowd Of People

[Way With Worlds appears at Seventh Sanctum and at MuseHack]

You have built a world. You know it’s origins and its ecology, you know it’s people and their religion, you know technology or sorcery (or both) thta they use. You have a world that is a living-breathing creation, all in your head, and your documents, and your stories.

It’s time to populate it with characters. Sure you’ve probably started early, but we are going in order here.

Most of us creating worlds have them populated with people to tell stories about or to play (in the case of the game). Characters in a way are the start and the result of worldbuilding – the result of the worldbuilding we do to have people to tell a story about. More on that later, however.

So, where do you characters fit into all of this? Well, let’s take a look. (more…)

Posted on by Steven Savage

Magic And Technology

[Way With Worlds appears at Seventh Sanctum and at MuseHack]

Last column, I looked at writing magic and technology for your setting – and noted that in many ways for the sake of world building they could be treated the same.  I still believe that, but I’d be remiss if I didn’t call out the differences as well.  Or perhaps  I should say “areas of variance,” as it gets complicated, but more on that shortly.

I believe it’s important to loo at differences, as in too many cases creating the magic and/or technology for a setting treats them as the same for all the wrong reason – as opposed to the right ones.  Technology easily becomes hand-woven neutron particle miracle rays, a mythology with lab tools and circuit boards.  Magic can get systematized or explained in such a way it either is technology, or is really just magic wearing technologies clothes and wandering around looking out of place.

So, having suggested that you have to look at them as similar for the sake of worldbuilding, I now want to deal with when you have to look at them differently.  Yes, this may produce writing whiplash, but who said worldbuilding was going to be boring and straightforward?  I certainly didn’t promise that.

Think of it as general and specifics.  In general, they’re the ways people change and affect the world.  In specifics, well . . . (more…)

Posted on by Steven Savage

Magic And Technology

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

We’ve all heard the saying that goes “Any sufficiently advanced technology is indistinguishable from magic” made by the incomparable Sir Arthur C. Clarke.

I would ad a corollary, especially in the worlds of world building (and perhaps in an age of mind hacking and psychological techniques, our own).  “Any sufficiently organized magic is indistinguishable from technology.”

Because when you world build, you’re getting things organized in your head to explain how they work.  In the case of Magic and Technology, they’re really the same thing most of the time. Not entirely, but mostly.

Now you may wish to argue with this, but for the sake of building a setting, magic and technology are no different.  I would state that magic and technology are the ways characters manipulate themselves and the elements of their settings to achieve results fitting a specific goal – and thus really no different.

Vaccum tubes and potions, ethereal forces and electrical energy, it’s all about Making Stuff Happen.  So for the rest of this essay, I’ll just call it MaT since I can’t figure any other word to encompass the two of them, and I won’t call it MT as it invites innumerable jokes.

As a world builder, you just have to figure out what it all means.  That’s when it gets complicated. (more…)

Posted on by Steven Savage

MoneyPile

[Way With Worlds appears at Seventh Sanctum at at MuseHack.  It focuses on worldbuilding as a writer or setting designer and is included here to help our readers who craft fictional settings]

We’ve talked origins, ecologies, and sentient life in your settings  We’ve discussed the culture that your intelligent life will have (again, if your story has intelligent life).  Now it’s time to get to economics which, much like real life has a lot of impact, but isn’t something we often think of (or think of fondly).

My guess is that upon hearing that “it’s economics time”, you’re probably not filled with enthusiasm.  If you are, great, but in general I find that, when he subject of world building and economics comes up, most people’s reactions are less than positive.  Sometimes they’re pretty negative.

Most people’s reactions to anything involving economics is usually not positive, often a mix of regret, ignorance, and understandable rage.  I could go on about the why of that for awhile, but that’s best for another time.  Let’s go forward with the assumption that, in general, you need a bit of a boost and guidance on writing economics in your world.

If you do enjoy this (like me), then read on anyway just in case, and welcome to the club.

Now let me say off the bat that if you don’t get into the economics of world building that with the right perspective it’s interesting, informative, and even fun.  I also would note that it can’t be avoided at all because, like real life, economics is everywhere.  But I’ll focus on the fun part. (more…)

Posted on by Steven Savage

OldCityDrawing

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

Thanks to heavy worldbuilding you’ve got your setting, and in that setting you’ve got intelligent life (probably). Now that you’ve got sentient species in your universe,it’s time to work on their Culture and probably Civilization.  I’m capitalizing deliberately, by the way for when I’m getting abstract.

Culture and Civilization are something we talk for granted because we’re used to living in them all the time. But they’re also huge elements of world building because of what they are – and taking them seriously is important because they are massive definers of intelligent life.

Culture And Civilization – What Are We Talking About here

So once again we get into just what’s under discussion. I’ll go and give some quick summaries, but of course we’re talking about concepts people have debated for ages. So these are viewpoints towards applying these concepts to worldbuiilding, not to answering age-old questions.

Culture – Culture are those things sentient life learns and passes on amongst its members so they function, work, relate, interpret, and so on together. Simply, it’s the acquired knowledge, language, communications, and so forth that let intelligent life function and function with each other.

Civilization – Civilization is when you really kick things into high gear Culture-wise. You start building things, establishing centers, and writing your culture deep into your physical environment – and usually writing in general. I’d say that you need a culture to have a civilization, but then again there’s some pretty interesting world building to be had by violating that rule . . .

Metaphor-wise I think of Culture is the operating system and programs that run in a sentient being’s mind. When we start seriously connecting cultured people together and modifying the environment, establishing things that last over time, then you’ve got a giant interlinked system like a manufacturing system, computer network – that’s Civlilization. Yes computer metaphors are a bit cold for discussing such things, but i find they’re effective – and distant enough that I’m not using metaphors for culture and civilization that are too close to those actual things.

You can also see why they’re vitally important in writing:

  • First of all, they are things that we’d expect intelligent life to have. Admittedly as of this writing the only intelligent life we humans have to compare any world building to is us, but still you go with what you know.
  • Culture, obviously, affects how your characters see the world and how they’ll interact with it.  It gives perspective.
  • Because Culture is how intelligent life (well, again, humans) gets perspective, its part of how each character is a Lens on your world. Knowing your setting’s culture or cultures is not just good world building, it’s indispensable for storytelling. If a culture is hard to comprehend that may require some delicate writing, game design, etc. – and may produce an epic tale of a truly unique world that sucks people in.
  • Culture and Civilization are huge parts of the stories you’ll tell in your world, and in some ways are the stories. They are the reasons people do what they do, the reason things happen, the reasons for certain implications. A simple look over any story, book, novel, etc. will show how much motivation and happenings are because of the structure of a culture and/or the civilization it built.
  • We expect them. Because they are something we’re so used to their very lack will sit ill with an audience – unless that lack is, again, part of the setting and you engage in drawing people into that setting.

So with this said, let’s get to building.

Crafting Culture

Creating the culture or cultures in your worlds is probably something you’re doing automatically. But I find it helps to have an idea of what we’re doing to keep us inspired, focused, and not loosing track of what we’re doing.

Culture is that which intelligent life creates, relates with, and passes on. It is language, rules, ideas, symbols, relations, and so forth, those things that let us function and function together. Think of it as a kind of “improved genetics” where intelligent life has the power to change and grow itself, and pass those changes on.  These changes alter and improve not by generations, but by interactions between individuals and the environment.

(I’d even go so far to say truly intelligent life has to have Culture for it to do much. Having seen how we humans create culture almost instinctively, I think our limited sample set here makes an impressive example).

So this gives us a starting point for designing Culture – it’s how people (be they human or not) work together in the present and the future and communicate and store information. Yes, it’s a cold metaphor, but effective.

When building a culture you’ll want to focus on:

  1. What are the values of the traditions, languages, etc. In short, why did they develop or were they developed?
  2. How is culture passed on and why is it passed on – how are its elements seen as valuable?
  3. How does the culture deal with disruptions – or with parts of it wearing out?  Does it have the ability to adapt?
  4. What keeps the culture functioning – if it doesn’t have it’s own safeguards, it could malfunction, which of course would be an interesting tale.
  5. How does it reflect the beings that have the culture – how is it “part” of them. How did their traits affect it?
  6. How is it “prosthetic” – how does it make up for any limits the sentient beings who are part of the culture have?

You can also drill down into the specifics of culture, like religion, language, and so forth. We’ll see about doing that later, but for now this should get you thinking.

Next, let’s think of what happens when you extend culture into something more permanent, civilization.

Civilization – Going Big

Civilization is when Culture settles down and really gets going. In a lot of cases literally – Cvilization is when people put down roots, build things, and make a more solidified place to “be.” It’s what happens when Culture gets physical in the forms of cities, temples, written language, and more.

It’s hard to extract Civilization from Culture, but in general Civilization seems to be associated with intense physical infrastructure. So for the purposes of this essay, I’ll consider Civilization to be when Culture becomes more established both physically and intellectually.

Not all your intelligent life in your setting will have Civilization. Culture exists before Civilization, and one doesn’t need organization, centralization, or much of a physical infrastructure to have Culture. In fact, the first question you have to ask about any intelligent life you design is how far are they into Civilization from just having Culture. A population of nomads or wanderers may have Culture but not what we’d recognize as Civlization.

So you might be able to stop here. But just in case . . .

When Culture gets solid, then you have Civilization. Civilization in your settings brings in so many other issues that, like culture, one could write hundreds of thousands of words on the subject. But as a handy guide to save you from that, here’s a quick checklist for designing your civilization.

  • Civilization is culture solidified. You’ll want to know at what point (if any) a culture started putting down the roots, policies, buildings, and so forth that turned it into a civilization.
  • * Civilizations are about stability.  They may fail at it, but in general they seem to involve having stability.
  • * Civilization changes the environment. Farms require irrigation, buildings require quarried stone, industries pollute the air, and so forth. Civilization has impact – and impacts not often expected. Kinda messes with that whole stability thing, but there you go.
  • * Civilization extends Culture. A Civilization can wield more cultural influence, and indeed is usually larger than any independent Culture.
  • * Civilizations are much more complex than Culture. It’s safe to say few people in aCcivilization know how it works. So you’re going to need a gods’ eye view as well as understanding individual perspectives. You also need to make sure a civilization is believably complex in your world building.
  • * Civilizations are linked to technology – they require technology to be established, and of course help evolve it.

Big Job, Big Perspective

So when it comes to designing Culture and Civilization you’ve got quite a job cut out for you. So beyond all the other advice, here’s what I recommend.

Read about real cultures and real civilizations.

Reading about other cultures than your own, about civilizations that have come and gone, that are and on their way up or out, gives you an intuitive grasp of how people and their social structures work. At some point you’ll probably get a good enough grasp to build your world or get out of a case of world builder’s block. But read.

Besides, it’ll broaden you as a writer and a person.

Closing

Culture and Civilizations are inevitable in your world when you’re building your setting’s intelligent life. They’re part of being an intelligent species, and you not only can’t avoid them in most cases, you really don’t want to as they drive the plot.

It’s challenging, but with work and good study, you’ll be up for it. My guess is if you’re doing any world building you already started it.

– Steven Savage

Posted on by Steven Savage

BrainSparks

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

I’m going to start by assuming the setting of your story has intelligent life in it. If not, well that sounds like a challenging write, and feel free to skip this part until you need it.  Or don’t because hey, you never know.

Now first, allow me to define intelligent life, so we’re on the same sheet of virtual paper here. Intelligent life is that form of life that can process information, adapt and retain this information, pass this information on to others, and possesses a level of self-consciousness or self-awareness. Intelligent life is essentially a kind of conscious computing, even if I personally dislike that simplistic terminology.

I would especially argue that intelligence contains a level of self-awareness as intelligence life as we think of itis self-modifying and self-directing. You can’t separate intelligence from consciousness, because someone has to “be in there” to be intelligent. “I think therefore I am” is also “I know I am as I think.”

With that all-to brief (and doubtlessly incomplete) journey into the philosophy of intelligence, let’s continue a to why it’s important. I’ll also try not to overdo the words “intelligent life,” but no promises here. (more…)

Posted on by Steven Savage

OldNatureScene

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

So you’ve got the origin of your universe (or perhaps you used our universe as a template, which does save a lot of effort). So now that you know how it all began, it’s time to move things to the next level. Namely, what’s going on in the places your characters will be living, working, loving, dying, and in other ways advancing the plot.

Cosmology is decided. Time to move to Ecology

Now when I talk Ecology, that’s a word with a lot of meanings and a lot of applications. So for the sake of the column I’m defining Ecology in world building as how you define how the living parts of your setting (world, worlds, etc.) work, relate, interact, etc. Your plants, animals, biospheres, diseases, and the like. I’ll refer to it as Ecology with a capital “E” for general purposes, and with a small “e” for specifics.

You know, where life comes from and/or lives. Life in short, like your characters, or the things they’ll be interacting with, domesticating, fighting, eating, and so on. Or come to think of it the reverse as well . . . (more…)

Posted on by Steven Savage

Origin Flare

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

For the next few columns I’ll be looking at specific things that you need to do and define when building your setting. This should not be taken as the only things that you have to do, but instead a list of basics, with advice and ideas on how you can develop them best. I’m sure you’ll have your own ways to do things, that I may miss things, or that your writing may have some unique needs.

But it’s a place to start.  In fact, on the subject of “starting,”  the first thing we’re going to look at is literally the First Thing: The Origin of your setting. (more…)

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