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 – Planet Of Morons And The Idiot Plot

Atomic Bomb Test

(Way With Worlds runs at Seventh Sanctum and Muse Hack)

Ironically I was about to wrap up my heroes and villains series when David Brin dropped an asteroid-sized essay in my lap.

He notes rather brilliantly that a huge part of our media is the Idiot Plot, that the story is often about a few people who save the world because everyone else, all of society, are a bunch of idiots if not evil. It’s not just Suspicion of AUthority, he notes its socially corrosive.

Now Brin’s article on its own is well worth reading. I’m not going to recapitulate it here because he did a great job. Also I probably couldn’t do it justice.

But I’m going to address the issue as a matter of worldbuilding, because the Planet of Morons, the Idiot Plot, is a serious problem for worldbuilding. That’s what I cover.

Also this idea doesn’t work for building a world.

Read more

Way With Worlds: Heroes and Villains – The Deadly Hero

Death Reaper

So we’e talking heroes and villains. Usually at some point we’re talking conflict and outright violence in this case, even if its not physical. However when it gets physical, I want to address a rather poorly handled archetype which I call The Deadly Hero

The Deadly Hero is that character who is a killing machine who leaves a wake of bodies, but is also considered the hero (if only by the author and fans). Now admittedly if said bodies are soulless killer robots and such, probably no harm no foul, but usually they’re living creatures and sentients. Oddly, in much writing it doesn’t seem to matter.

You know the story. It’s an FPS game come to life as enormous amounts of corpses pile up and the character is still considered the hero, still perhaps considers themselves heroic, still acts the part. After a while however something seems wrong, seems off . . .

It is. The Deadly Hero kills worldbuilding as well as legions of people.

The Crux of The Conflict

So what’s the problem? The good guy kicks backside and wins? That’s how it works? So why does this seem . . . off in our worlds?

Beyond gore, gratuitous action, and so on I think the Deadly Hero who acts without repercussion or affect grates on our senses of continuity. After a while the bodycount is like a videogame score, and there’s just no fallout from it.

The world doesn’t matter, the setting is unreal, and the Hero all the moreso for the contrast.

Just consider the impact of violence in our real world.

  1. Violence is unpredictable. A running battle of spells in a crowded city is going to have civilian casualties – having violence be super-surgical and precise seems wrong, and the more there is the less believable (unless you go out of your way to address that).
  2. Violence produces reactions. I don’t care how heroic you think you are, that huge pile of cadavers might make me wonder if you’re the good guy, and I can’t see their badges that indicate they belong to Evil Inc. until the autopsy.
  3. People assess risks. The violent, even the good, may make us wonder if they’re safe. If you’ve got super battle psychic powers that may be well and good, but the secret organization you work for is going to notice the levels of death and maybe wonder if you’re safe to work with . . .
  4. Violence affects people. Ask anyone who has been in a fight, gone to war, killed. Read a biography. Study PTSD. Violence affects us personally, and the person who commits violence is affected as well.
  5. If you’re not affected, something may be wrong. A character who kills without mental and emotional repercussion may be insanely dangerous -or just insane.
  6. Violence takes effort. I mean if nothing else you have to rest, recharge, and buy bullets.

The Deadly Hero, I think, rubs people wrong as it’s death without repercussion or even lip service. A story without repercussion is a story without a working world, and the hero feels abstract and removed from the setting. At that point it’s just a list of things happening against a meaningless backdrop.

Also the Deadly Hero way too often is just a form of wish-fulfillment. The badass without repercussions is a form of pandering – and a sadly obvious form of pandering at that. Poorly written is bad enough, but outright pandering really means your worldbuilding is for naught, its just setting up targets.

I recall once someone talked lovingly of ‘The Punisher” comic. To which I noticed that, realistically, the character would inevitably kill a lot of innocent people (if only by accident) and that everyone who showed up dead would not necessarily be a known criminal and thus upset the public.

They didn’t get it.

Avoiding The Trap

The Deadly Hero is a trap that’s a bit too easy to fall into, and I’d credit the prevalence of this kind of story in the media. There’s also media that veers into this territory but doesn’t go all the way – but following in the footsteps of said media means you may veer all the way.

But if your world and a realistic setting are important, you want to avoid the trap of the Deadly Hero – and a common one it is. Here’s a few pieces of advice

  1. Make sure violence has appropriate repercussions.
  2. Make sure the hero’s reactions to violence are appropriate.
  3. Make sure other characters in your world react appropriately to violence.
  4. Make sure the cost of weapons, armor, repair, etc. are worked into the story.
  5. Think of what a hero is. If you are wrting an admirable character, you’ll need to explore their reasons and reactions to violence – which is a fascinating experience as a writer. You’re poorer if you don’t – why would someone kill, and for what reasons is a great part of a tale and a world.

In short you avoid the trap by making sure the world works and functions appropriate, diving in to the repercussions and richness of the setting and character. In time, this makes not just a believable story, but a better world and characters.

A Side Note: The UHB is still annoying

When I first wrote this column I noted a character I really was tired of was the Uncaring Heroic Badass or UHB. The UHB is the grim, deadly, antisocial, unlikeable character who is the hero that the author wants us to root for even though they’re an a-hole.

My opinion hasn’t changed. The UHB is really a power trip consisting of:

  1. I’m tough and can defeat anyone. Don’t you want to be me?
  2. I don’t care about anyone or anything. Aren’t I cool for not caring.

Really, the UHB isn’t a hero. They’re a sociopath in a costume, meant for pandering, and still freaking annoying.

Fallout From The Flareup

Writing a violent and deadly hero is totally possible – as long as you understand the repercussions of violence and the character. This requires deep thought – and avoiding tropes.

If anything, I’d say tropes about violence are some of the worst challenges we face in writing (along with sex, religion, and politics). It’s almost like we get invested in them, and we need to overcome them.

– 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/.