Part of a special month-long event featuring writing tips and NaNoWriMo strategies from guest writers and fellow NaNo participants. Today's post is from A. Wrighton, who was kind enough to let me reprint an article she wrote on her own blog in March of 2013.
The cool part about Sci Fi/Fantasy is that there are
not a lot of rules when it comes to writing in the genre. We get to play with
magic, space, and the unknown. Reality is flexible and ours to mold. It’s what
some people might call “winning.” But that doesn’t mean there are no rules
at all.
Some of the most quintessential rules in Sci
Fi/Fantasy writing have to do with World Building. And they’re pretty much set
in stone. If a writer should choose not to follow the rules of World Building,
their story will lack believability, candor, and umpf. You can have the most
well-rounded and well-written characters in the world, but if you opted out of World
Building Rules… it’s going to flop. I’d bet you homemade cookies for life on
it.
What is World Building anyway? Asked the
historical/romance/literary writer.
It’s about creating a world – complete with
government, clothing, plants, animals, food, drink, housing, weapons,
languages, cultures, etc. etc. – that the story occurs in. And, for the most
part, a lot of what you create as you World Build will never make it into your
books in more than a simple sentence or two because that is all it takes to build
credibility with your reader. Most other genres already have their world built
for them – it takes place on Earth, with humans, at a certain time period that
is already established and known. No surprises.
With Sci Fi/Fantasy – all bets are off. And so, here I
offer some of my insight into how to World Build for Science Fiction and
Fantasy stories.
Generating Your World Idea
You really need to have some sort of concept or idea
before you dive into the very involved and time-consuming process of World Building.
Otherwise, you waste your time and I know that time is
valuable. That being said, make sure the idea you need to build a world for is
fully developed. Orson Scott Card calls it “ripened.” I don’t like to liken my
writing to fruit, but that example works well. Really well.
Summation: Have
a well-formed concept that you are ready to elaborate and work
on before starting.
Find an Anchor
I don’t mean a spaceship or tall ship either. I mean
find a grounding.
I am of the firm belief that to achieve complete
believability, a writer has to anchor their story to humanity and Earth in some
small or big way. Are there stories that don’t do this? Yes. But they are
harder to read and believe – they are harder to follow. Don’t make your reader
work, they should be enjoying your writing not working with it.
It’s easy to go crazy with World Building but you need
to realize there is a fine line between amazing hand-crafted worlds, and
confusing worlds full of too much to let the story shine through. Anchoring with humanity and Earth means that the World
you build has some foundation in Earth and humanity.
·
Gravity is almost always one of the rules that
are anchored. Yes, you actually have to think about gravity and other
phsyics/theories, especially if you are writing a space-based science fiction
story.
·
Cultures and governments are usually anchored
too, look at the Senate in Star Wars. It’s a Senate.
It’s anchored on Earth’s Senate but twisted to fit the World of Star
Wars.
·
Animals, plants, food, and drinks often transfer
(with some modification which I’ll mention below). Why? Because you don’t want
to burden your reader with too much work. Reading is a pleasurable experience
and the more work they do, the less pleasure they have. A lot of fantasy novels
anchor in medieval/renaissance Earth – with their ale, meal, breads, horses,
and roses. Sci Fi novels can anchor drinks like beer, vodka, etc. etc. You can
still morph and mold these anchors into your own world, but you need a grounded
base.
Establish Rules of the Road Based on whether you are Sci Fi or Fantasy – you need
to establish Rules. Rules are givens that are accepted as laws.
For example, on Earth, we accept that a Rule exists
for gravity. Gravity keeps things right side up, so to speak. We also accept
that the further away from the Earth’s atmosphere, the less gravity there is –
which is why at a certain elevation, gravity weakens. Why do we know this?
Because it is a Rule of Earth.
Your world needs rules too.
What kind? Here’s a short list just off the top of my
head…
Sci Fi: Starflight,
Hyperspace, Robotics, Cryogenics, Genetic Alterations, & Time Travel
Fantasy: Magic,
magic, magic.
No one is going to believe your world exists unless
there are limitations placed upon it.
How long does starflight take? How have your starships
conquered hyperspace? What are the side effects of space travel? hyperspace
travel? Can humans have robotic parts? How do those parts work? Can we alter
genes? Can we time travel and participate? or just watch? What happens if we
change something while time travelling? What is the cost of magic to the user?
Blood? Hair? Youth? How does it feel to be injured by the magic? Who can the
magic affect/injure/heal? Who can use magic? Why?
All of those questions must be
answered and presented, in some fashion or another, in your work. You can opt
for a lengthy paragraph or you can opt for a one sentence example in passing.
Example: The
use of the fire spells tired her and made her skin wither and crack from the
lack of moisture. She slathered on some salve and went about her business as
usual. At least this time, the dryness wasn’t that bad – it only affected her
hands – next time, it would be different.
Fail to establish, know, and educate on the Rules of
the World and your believability and credibility will flop.
Know World History
Not just our world history, as that may serve as an
anchor for some sort of conflict/war in your story, but your world’s
history.
Does that mean I have to know how the Kings got to be
Kings and how the Alien Senator is able to represent Earth in the Intergalactic
Senate?
Yes.
Does that mean you have to expound every last detail?
No, and I don’t recommend it. But if you don’t
know your world, why should a reader trust in it?
Make a timeline, write in a journal, take notes, or
whatever your method is but explain the HOW of your world. Every world has a
history – even the foreign/magical ones.
Look at Narnia for example. That is one of the most
intensely thought out histories of an author-built world I have read. Secretly,
or not so anymore, I still check wardrobes for access points. I have since
stopped checking paintings…
A Language by Any Other Name
Ah, yes! The fun part! When you write Sci Fi/Fantasy,
you can create species of human or aliens or beasts that can speak and do speak
their own languages. But, this comes with a few warnings.
·
When you create your world, realize that no
matter what language your lead characters speak (Horse, Dragon, Wizard, Ancient
Alien), their story is written in English because you write in English and your
readers read English (or Spanish, or French, etc.)
·
Creating an entire language is hard. Tolkien did
it because he was a genius at linguistics. Others have done it because they
devoted hours of study to Latin and other languages. Don’t tempt fate if you
don’t have that kind of background. You don’t need a whole new language. You
can just explain that they are speaking in a different
language and/or use Pavlovian tricks to train your reader to know when
characters are speaking in a foreign language.
Example: Dref
rubbed his antennae and sighed. He looked at his mother and spoke to her in
their native Huvlovian tongue, the only way he knew how – while whining.
Example: “Who
are you and what in the Devil’s name have you done?” He asked. She
shrugged. His strange words were harsh and heavily accented. She had no idea
what he was saying but she knew it was nothing pleasant. “I don’t understand,”
she stammered, “can you understand me?”
·
Feel free to add in a few foreign words, but
with one maxim in mind. This maxim is borrowed from Orson Scott Card,
too.
New Words Only with New Meaning
What? I can’t create a new word for horse?
Well, you can, but that goes back to the overly
complicated and cluttered feeling your story might get.
Now, if this animal is similar to a horse, but eats
meat and has pointy teeth and wings – I’d name it something new. Whorlek,
perhaps?
What this maxim implies is that you need to choose
your words wisely – the new ones. You can’t name everything in the world
because then you’d spend dozens of pages explaining what they mean and how they
look and what they are. Which, circles back to anchoring. Anchor in Earth, and
you don’t have to explain what a cigarette or horse looks/feels/smells like
(unless paramount to the story) unless it is radically different from Earth’s
version. If it is, consider renaming it or giving it a nickname in a language
of your World.
Push the Boundaries
Do it. Push the boundaries of convention and
imagination. That’s why you write in these genres anyway! But do it
responsibly. Do it so that your reader can enjoy your characters and their
stories. Do it so that readers can understand the setting and rules of your
World. Do it, but always be consistent in delivery. Explain anything out of the
ordinary – or if the Rules of the World somehow change.
World Building is often overlooked until the writer is
elbows deep in their first draft. Don’t leave world building to a rushed
solution. Craft your world with the love and devotion you put into the words of
your story. Know what your characters eat, drink, where they live, what they
wear, how they travel. Know why there are two suns or three moons and what
their effects are on the world.
Know your world, or doom it to apocalyptic failure.
Craft your world, or doom your story to the unread
pile.
Note to the Writers
This is by no means a complete list. There’s just so
much to explain and talk about. But, this is a little bit of insight into the
core basics. Who taught me? My professors during my BA and MFA and all my
reading on the craft of writing by the likes of Orson Scott Card and others. Is
my education in World Building complete?
Not hardly, but I like to think that between my
training and writing, I have picked up a few sound tips I can pass along to
others.
I hope this helps!
About the author
A.
Wrighton has been imagining flights of wild fancy since before she could figure
out how to tie her shoes. Her love of writing, creating, and imagination has
led her through a life full of crazy and amazing adventures. If you ask her,
she’ll probably say there isn’t much about her that’s normal, and that is why
she found her calling in literary romps.
By A. Wrighton:
Dragons and Runics Part I
THEY WERE ALL DEAD.
At first, a collective power in the Seven Soleran Kingdoms made sense. United under the Council, they thought it would be the end of years of war and death.
When the Council ordered the systematic murder of those capable of wielding magic - Runics - as reparation for their role in the Soleran loss of the Great War, no one thought twice of the order.
Except a few Dragonics - prestigious dragon riders - who defied the damning orders and instead demanded justice. But, their call for defiance came too late.
NONE SURVIVED.
Now, those against the Council's oppressive reign have long since been outcast to the fringes of society - their numbers and will dwindling. Alaister Paine, Commander of the Rogue Dragonics - an elite force of Resistance Dragon Riders - leads the quest for freedom and justice with little hope of success.
On the eve of a political victory for the Council, Paine deciphers one of his predecessor's logs revealing that one Runic - a woman of untold magic - was hidden from the Council's grasp.
Find the Runic, and the Rogues will finally be able to enact a legendary prophecy meant to free Solera and bring justice back to its people.
Trouble is… they are not the only ones searching for the last Soleran Runic.
At first, a collective power in the Seven Soleran Kingdoms made sense. United under the Council, they thought it would be the end of years of war and death.
When the Council ordered the systematic murder of those capable of wielding magic - Runics - as reparation for their role in the Soleran loss of the Great War, no one thought twice of the order.
Except a few Dragonics - prestigious dragon riders - who defied the damning orders and instead demanded justice. But, their call for defiance came too late.
NONE SURVIVED.
Now, those against the Council's oppressive reign have long since been outcast to the fringes of society - their numbers and will dwindling. Alaister Paine, Commander of the Rogue Dragonics - an elite force of Resistance Dragon Riders - leads the quest for freedom and justice with little hope of success.
On the eve of a political victory for the Council, Paine deciphers one of his predecessor's logs revealing that one Runic - a woman of untold magic - was hidden from the Council's grasp.
Find the Runic, and the Rogues will finally be able to enact a legendary prophecy meant to free Solera and bring justice back to its people.
Trouble is… they are not the only ones searching for the last Soleran Runic.
Great advice, A! I especially like the tips on making sure worlds/lore are anchored to something readers can relate to in reality. Thanks for stopping by to share this!
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