Make It So: Let’s Be A Bunch Of Dicks

Book Shelf And More

One of my most recent acquisitions is the fascinating book “Dick’s Encyclopedia of Practical Receipts and Processes or How They Did it in the 1870’s.” Its a reprint of a book that was a guide to, well, everything. Making dyes, controlling insects, creating food, various measurements and so on. It’s basically a catalog of practical knowledge from the 19th century that people would need – and in a time where you lacked easy access to specialists and stores we take for granted.

It’s out of print sadly, but you can find used copies around the internet (I got mine at Amazon), or even find it online at Archive.org.

The value isn’t just in historical curiosity, though there’s plenty here. There’s real, practical advice here for all sorts of things that you can use if you’re a DIY type, a Maker, a cook, or a Cosplayer. Admittedly there’s also stuff that can kill you if you’re not careful, but I’m going to assume you’ll be cautious if you decide to start playing with acid or something.

So yeah, go buy this book.  Try and get it reprinted.  I’m already planning to use copies as a gift.

But more than that all this, it got me thinking.  We all know that’s dangerous.

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Way With Worlds – Ashes, Ashes, The World Falls Down

Tear Down Building

(Way With Worlds runs  at MuseHackSeventh Sanctum, and Ongoing Worlds)

My friend Serdar, in writing Flight of the Vajra (which I edited, I admit, but I enjoyed the hell out of it) is fond of noting the plot happened when he realized his setting didn’t hold together. The novel is basically about things not working, or as I like to put it ,having more questions than answers is bad, but more answers than questions is worse.

What Serdar says sounds both wise and flies in the face of a lot of the attitudes heavy Worldbuilders may take. We want things to make sense. We want it to hold together. We want it to work.

But sometimes the tale is what happens when it doesn’t work. Maybe it’s a disaster. Maybe it’s a transition. Things are always in transition anyway.

So before you look at your latest world, at your latest change, and decry how you can’t see how the kingdom survives, or the galaxy prospers, or whatever remember that you may have just found the story you were looking for. The world breaking is the story.

The problem however is that you don’t know if you’ve done bad worldbuilding or that you’ve created a good but unsustainable setting. Maybe the setting falling apart is because your exquisite sense of detail has led to an inevitable conclusion – or maybe you just did a crappy job.

So it’s time for some questions.

Question 1: Why Does It Break?

First of all you have to ask just why your setting seems destined to fall apart. I mean if things are going to break down you have to know why?

  • If it is because things just don’t seem to make sense, then the fault is probably yours.
  • If the falling apart occurs because of elements in the setting, it may just be an unexpected feature. If you see a race war between elves and dragons as inevitable despite a fragile peace that was hard-won you don’t have a problem – you have a game, a story, or a RPG session

Question 2: How Did We Get Here?

You look at your setting and realize it’s going to go down in flames. Is this a story to tell or is this a mistake on your part? Part of the question is asking why this is all happening.

  • * Are there reasons for the setting to get to the point f degrading that make sense in the context of the world? Can you explain why the Star Empire would survive the first hundred years but not the next two? In short, can you see your setting existing, but eventually falling apart.
  • * If you can’t explain how your setting would get to the point where it would then fall apart you have a problem. Essentially the setting has shoddy infrastructure anyway and falling over is your mistake, not a feature. It should never have been big enough to fall apart.

Keep Asking

Those two questions can essentially tell you if you have a story – if the breakdown makes sense and the setting is reasonable up to the point of the breakdown. With both those traits you have at tale – without, you have mistakes in your setting.

However, maybe that’s not what you want to great in a story or game or comic . . .

But I’m Not Interested In Writing It Falling Apart

Sometimes we discover we’re not writing the tale we wanted or crafting the game we intended. That’s a bit of a tough call. A few pieces of advice I can provide is:

  1. Change perspectives. Maybe the giant collapse is something you can write from a different perspective then intended. Maybe your perspective is the problem, and once you’re in a character or two’s heads the setting’s problems are things you want to write.
  2. Back up. Back up a few years before everything goes straight to hell, and tell your story from there – though the coming collapse may annoy you.
  3. Jump forward. Jump up your timeline and see if the setting eventually evolves to the kind you want to write.
  4. Re-engineer. The hardest thing to do is re-engineer your setting to remove the relevant apocalypse. That is something that’s a bit challenging and potentially can tempt you to dishonesty. I’d say go for it, but if you can’t truly do it, hen you have to conclude your setting is what it is.
  5. Quit. Not recommended. Staring over is kind of coping out and you have all that hard work.

Your call on these things. Though I’m not up for quitting – after all if you ram through you may find you want to write the end of the world after all.

It’s Part Of What You Do

Finding your setting is going to fall apart is one of the challenges of worldbuilding. It can shock us and surprise us and derail us.

However it’s also one of the benefits of the craft. Unexpected findings, challenges, settings coming to life are part of the magic of worldbuilding. Though it may alter our lans, at least it’s doing so in a way that truly surprises and inspires and comes to life.

Well, assuming its because the world was well built, but you get the idea . . .

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach.  He blogs on careers at http://www.musehack.com/, publishes books on career and culture at http://www.informotron.com/, and does a site of creative tools at http://www.seventhsanctum.com/. He can be reached at https://www.stevensavage.com/.

Way With Worlds: Heroes and Villains – Beyond The Planet Of The Morons

keys

(Way With Worlds Runs Weekly at MuseHack and Seventh Sanctum)

So last time I noted how David Brin had gotten me discussing the idea of the Idiot Plot or the Planet Of Morons – the idea the hero(es) are the only things saving the world, which is also corrupt and stupid.

The thing with this plot is it degrades society – and degrades the characters and the world. It makes the heroes stupidly unbelievable, it makes the villains shallow or uninteresting, it makes the world improbable.. It’s in short dumb and inaccurate and psychologically toxic when it’s everywhere.

But I’d like to expand on this in what is hopefully my last Heroes and Villains post on worldbuilding. Yeah, I know, unlikely, but still.

Namely, if you don’t resort to the Idiot Plot and the Planet of Morons (and you won’t, right?), here’s my thoughts on how to make the story or game interesting while preserving world integrity. Because you do want to engage the reader, but you also want to have a good, believable world setting.

First, let’s get to the heart of the matter.

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