Way With Worlds: Having A Vision

Viewpoint Trees Sky

[Way With Worlds appears at Seventh SanctumMuseHack, and Ongoing Worlds]

A lot of what I write about worldbuilding is at least partially technical. It’s about breaking things into areas of analysis, questions, outlines, and more so you can make your world. Good worldbuilding is about thought and techniques and keeping track of things – well, half of it is.

The other half of worldbuilding is those wild ideas, those crazy thoughts, those “what ifs.” In many cases you’re either doing good with those moments of creativity, or organizing what thoughts you do have.  Of course, not all of these moments come at the right time – sometimes you want to get organized and your brain won’t shut up, sometimes you want an idea and feel like a book-keeper.

Then where there’s those times that your worldbuilding comes together, when you grasp the big picture, when you get both the “wow” and the numbers behind it. That moment when you have A Vision and it all comes together.

Those moments you “get” your world, and those are the moments that are beautiful and powerful.

You probably know what I’m talking about and wish you could get into that state more.

The fact that I’m writing about this means I’m betting a good chunk of my readers can’t.

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Way With Worlds: Pyramids of Power

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.

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Way With Worlds: Character Creation

Michaelangelo God Adam

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

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.

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