worldbuilding

Just because It’s Real Doesn’t Make it Good

Most writers pursue verisimilitude, that magic effect that sparks suspension of disbelief and gets your reader on board with the lies you’re slinging. Sometimes it’s effortless, sometimes it requires a lot of heavy lifting, but once you achieve it you can take your story—and your reader—just about anywhere.

One major mistake writers make is assuming—wrongly—that if aspects of your story really happened you don’t have to work too hard on getting your readers’ buy-in. The logic is simple: No matter how insane a story or detail is, if it actually happened (whether in your direct experience and discovered through old-fashioned research) then it will be believable.

The fact is, things that actually happened are often the hardest aspects of your story to sell a reader.

The Enemy of the Good

This usually has nothing to do with the craziness of the concept. After all, readers are often perfectly willing to accept dragons, genius criminal investigators, and other fantastic literary ingredients without fuss. The problem is the unfounded confidence that a real story gives you, the writer.

Trying to sell the reader on a magical or otherwise fantastic idea? You subconsciously put in the work. You make sure you’ve got the rules worked out. You depict it carefully on the page so the reader buys in. You think through the ripple effects and details, the unintended consequences and the cheats. By the time your reader encounters it on the page, it’s fully-fleshed and able to withstand a good tire-kicking.

With real events, there’s a tendency to be lazy. After all, it really happened, so you don’t have to work so hard. The problem is, your reader doesn’t necessary know it really happened, and you’re (probably) not going to provide them with a link to a reliable source proving that it did. What you end up with is something incredible that feels fictional to the reader, and if you haven’t done the support work to sell it, they won’t buy it.

For example, I once drank sixteen Tequila Fanny Bangers and lived. No, really.

The Dystopian Shock

Dystopias are always popular in science fiction, for a variety of reasons. Number one, of course, is that there’s depressingly little play in being optimistic about the future. People who go around talking about how the future will be awesome and all our problems will be solved get derided as soft-headed hippies, while people who are all doom and gloom about our fate are taken very, very seriously. Number two, dystopias are fun. Utopias are boring. Which is also why we immediately become suspicious whenever a SFF book depicts an apparent utopia—because we figure it’s got to be a ruse, and thus actually a dystopia. Otherwise, why write the damn book?

Dystopias also give the writer a junkyard sandbox to play around in; world-building is tough because you have to figure out how everything works and trace the development of concepts and traditions. But in a dystopia, the world is broken. Things aren’t working correctly. You can smash stuff and leave things unexplained, you can shrug and leave a mess behind and your readers will just assume it’s part and parcel of a broken world (to an extent—there’s always a limit to stuff like this).

Dystopia Now!

But another big reason dystopias are effective is the shock factor. You’re going about your day, living in a world that is far from perfect and which is filled with injustice, but isn’t precisely a dystopia—yet. And then you start reading and suddenly you’re faced with a world where everything has been perverted and ruined, where basic human rights are discarded and everything is terrible. It’s like walking into WalMart.

Because in real life, dystopias happen gradually. You’re not going to wake up tomorrow to find fascist troops outside your door instructing you to donate your mandatory spittle quota to the Great Leader. That’s the end of a decade or three of slow frog-boiling. In real life, you never notice the dystopia you’re living in because it just creeps up on you. When you crack open a book, suddenly you’re dropped into a dystopia and it’s a shock. A horrifying shock that transmits power from your story directly to the reader. When handled well it’s an incredibly effective moment.

The difficulty comes in maintaining that shock and channeling the energy of it to the plot. When a reader starts your story and experiences that rush of virtual anxiety that comes from experiencing a dystopian society, you’ve got to take that response and use it to push them forward in your story. If you don’t get them involved in the story quickly, the shock dissipates. They get used to the horrorshow of a society you’ve presented them with. This happens in real life, too; even when society’s decline happens in a fairly sudden, stomach-flipping lurch, people find ways to define a new normal and get their sea legs, and the frog boiling begins again.

Please note I don’t encourage you to actually boil any frogs. Even in the name of science! that’s kind of horrible.

Writing What Matters to You

A lot of young writers get lost in the weeds, wondering what they should be focusing on. Questions like “how much should I focus on X” or “how much time should I spend on X” often show the weakness of feedback more than a weakness in your own writing; showing your work to Beta Readers opens up the floodgates for negative feedback that cause you to doubt yourself. One reader says “there’s too much focus on the back-story” leads you to scale back that aspect in a revision, but then another readers says “I need more info on their back story” and you’re in a tailspin of revisions, seeking some perfect balance that, frankly, doesn’t exist.

This leads a lot of writers to ask about specific, replicable formulas—as if there are precise values we can assign to things. You’ll never get answers to those questions, at least not meaningful ones. You can’t say “5% of your novel should be back story” or “5% of your novel should be spent on how your character lives a normal day.” It’s even more fraught in speculative fiction, where writers spend a lot of energy wondering what aspects of a fictional universe to concentrate on—like, do you have to discuss how your fictional culture views everything, from animal cruelty to humor? If so, how many words do you have to devote to the standup comedy of your fictional people?

These kinds of formulas simply do not exist. And it’s not that hard, actually. All you have to do when writing is write the stuff that matters to you, and you’ll be fine.

You Do You

The key to writing is always very simple: Write about what you’re interested in. What aspects of your character do you want to know about? What pieces of the fictional universe do you want to explore? It really is that simple. Write about the things you want to know more about, and you’ll be fine.

Because it’s impossible to cover every single detail, and not all details are created equal. It’s always useful to ask yourself who might actually care about the standup comedy routines of your alien culture, and whether it makes any difference to your plot. Not every detail you explore needs to do plot work, of course, but if there’s no plot-relevant reason for it, and you’re not particularly interested in it yourself, then … why bother writing it in?

Writing and reading are inextricably linked. If you write about the stuff you’d want to read about and forget the stuff you’re not interested in, you’re more than halfway there.

Of course, you can always overwrite and cut stuff out in revision. Which is what I do when I write about what I’m interested in and wind up with hundreds of pages of cocktail recipes.

The Less is More Approach to World Building

I’m a writer who believes fervently that less is more in just about every aspect of writing a novel. Nothing you write will ever beat the magic movie machine that is your readers’ imaginations, and the more you let your reader infer, imagine, and guess at what lies behind stuff, the better your universe, characters, and mechanics will be.

Not every writer agrees, of course, and some of them are extremely successful. Some writers want to invent languages with complex grammars and extensive vocabularies. Or write book-length histories that will never be published. In other words, some writers are Method and want to have all this stuff under the surface that informs their work. That’s fine, but it’s not me, and if it’s not you, you have to be honest with yourself. The problem we all run up against is that the folks who believe more is, well, more are often the ones that get all the attention.

Seems Like Work

I’ll admit to being jealous of the folks who can invent languages and adapt existing religions into a wholly new form for their novels, but I’m also not very interested in doing so—unless those things are the point of the story I’m telling. When it comes to languages, specifically, I prefer to invent a few words, hint at a grammar, and leave it at that. In fact, for almost all the details of world-building I prefer to use hints and shadows instead of details and pages and pages of detail.

Part of this is admitting that you have to write the stuff that excites you and not the stuff that bores you, because your attitude towards your own material will come off the page like radiation. The other part is the diminishing returns of details: At first your reader will be excited to learn about the fundamentals of your universe, but familiarity breeds contempt, and if you don’t withhold some of the information you run the risk of your reader seeing you behind the curtain madly pulling levers, and the magic is gone.

The TL;DR version is: Don’t force yourself to do world-building work you don’t want to. It’s never worth it.

This applies to household chores, too, which is why I turned my crawlspace into one huge cat litter box. It’ll be years before I have to burn this place down, change my name, and start over.

Episodic Writing

Every writer knows the feeling: You have the idea, you can feel its potential. You have a vague structure for the story, you have characters, you have an endgame. Whether you’re a Pantser or a Plotter, you start work on the book and suddenly find yourself in a dark wood, uncertain of how to proceed. You have everything except a clear way forward to the bulk of your plot.

This can happen no matter what your process is, or how well-developed your idea/universe is. Sometimes writers think if they spend a year building the backstory, character bios, and universe they’ll be in a better position to write the story—and sure, that sometimes works. But no matter how well you know the universe of your book, you can still find yourself stuck at any point in the actual writing. Your characters stand around impatiently, waiting for you to figure out what’s next.

The problem sometimes lies in the need to always advance the plot. The advice that all the action in your story should in some way move your plot forward isn’t bad, but it can be misleading. Because sometimes the best way to advance your plot is to not advance the plot and engage in some episodic storytelling.

A Very Special Episode

Episodic storytelling is when you put aside the overarching plot and just have your characters interact with the universe you’ve built. It could be a series of self-contained stories, or even a longer mini-arc, or possibly a series of vignettes that don’t necessarily resolve into a coherent narrative. The point is to step away from your main plot and just explore.

In role-playing games and sandbox video games, there’s the concept of the Side Quest. You play the game and non-player characters (NPCs) will approach you with a mission. These side quests aren’t necessary to win the game, and don’t necessarily push you through the storyline of the game, but they allow you to experience aspects of the world, gain experience and capabilities, and extend the playing time.

That’s what episodic writing can do. Spend some time just wandering with your characters like the A-Team, getting into scrapes and learning about your universe. It’ll surprise you how it leads you back to your plot when you’re ready, and when you’ve finished a draft you can easily excise the episodes because they’re unrelated to the plot—or keep them in, possibly linking them up to the main plot. Worst case scenario is you have a lot of sections in your book that need to be removed—but chances are these episodes will contribute something to the overall story while enabling you to get there in the first place.

Self-Policing in World-Building

In a few weeks I’ll be sitting on a panel with other writers at the Writer’s Digest Annual Conference in New York discussing world-building, and of course I’m worried that I’ll fall asleep on stage, or stand up to make a dramatic point as my pants fall down with a comical whistle sound, or make the mistake of choosing to discuss an author whose name I cannot properly pronounce. Among many, many other anxieties.

One aspect of world-building that doesn’t get mentioned much is actually one I consider to be crucial, and one of the first things you should ask yourself: Is the world you’re building self-policing or not?

The Self Police, They Live Inside of My Head

A self-policing society is one where the citizens handle much of the enforcement of norms, of laws, of traditions. The country we live is, by and large, self-policing; if I suddenly assaulted some old lady on the street and stole her handbag, chances are multiple people would do one of three things:

  1. intervene
  2. call the police
  3. quietly submit my name to some sort of Star Chamber for future vigilante justice

That’s self-policing. We have real police, of course, but not that many of them. We rely on each other much more than we rely on cops to keep order, and we rely on each other 100% to ensure traditions and such are upheld. That’s why I actually wear pants in the first place, the heavy weight of society’s disapproval.

Totalitarian states are not self-policing, either because the population has stopped self-policing (either in protest or out of apathy) or because policing has been forcibly taken from citizens by the state. A self-policing society is more or less stable. One that doesn’t self-police can be a lot of fun, like living in Westworld, but it’s inherently unstable because if no one’s gonna force me to wear pants, I’m not gonna.

So, deciding whether your world will be self-policing or not is a pretty important aspect of your world-building, kids. It informs just about every other aspect of the universe, seeping into the spaces between your characters, driving actions big and small. Let’s call step one the Pants Question: If one of your characters casually took off their pants in the middle of the street in the middle of the day, would anyone do anything about it? That’s your answer.

The False Sense of Reality Security

There are a million ways to fail at world building and just a few ways to succeed. Creating a fictional universe from whole cloth without props, without visuals, actors, or any other crutches can be intimidating at best and maddening at worst.

Some writers retreat into scrupulous realism. No matter how fanciful their imagined universes are, they imagine that if they soak the text in facts, details, and thoughtful minutiae they will be insulated from any sort of Imaginary World Failure. They figure if they base every single aspect of their universe on something more or less “real”—something that actually happened, or is a naturally-occurring phenomena, no matter how rare, then no one can possibly find fault in their world-building.

Imagine this next part in the voice of Ron Howard: They can.

Fake It ’til You Make It

It’s frustrating, but sometimes fictional universes seem more realistic if you don’t bother getting into the nitty-gritty. Vaguebooking your world-building seems counter-intuitive, but it works, because it keeps things simple.

Look, world-building is tangentially-related to lying. You’re making something up. And the easiest way to make people suspect that you’re lying to them is to supply way too much detail. If you’ve ever gotten nervous when spinning a lie—to your parents, your teachers, your probation officers, or ex-wives—then you know that some point you just start babbling, throwing all sorts of supposedly confirming detail onto the bonfire of your dignity. And the more you talked, the worse it got.

World-building can be like that. Tell someone that your futuristic society has developed hard-light technology that allows you to create structures out of pure light, and they go hmmn, sounds fancy. Start getting into pages and pages of explanations and equations and citations from real journals, and your reader starts to get a shifty look on their face as they slowly close the book and wonder what you’re really up to. Keeping it simple is usually better.

Unless you have actually created hard-light structures in your garage, in which case you are reading way the wrong blog.

The Han Solo Rule of Technology

Research continues to be the great bugbear of many writers’ lives. Writers in general trend to suffer from pretty severe Impostor Syndrome because we just sit around making shit up instead of doing literally anything else, and so there’s a certain sense that we have to become literal experts in anything we write about, so we can take on all comers when someone complains about the way we imagine space travel in our interstellar ice pirate epic.

This is tosh, of course. When writing sci-fi and dealing with speculative technology or science—even stuff based on real-world science—the key is similar to lying. As long as you believe it, you’re golden. In other words, look to Han Solo in Star Wars and worry less about scientific accuracy and more about sounding like it all makes sense.

The Spaces Between

In the original Star Wars, if you recall, Han Solo brags that his ship the Millennium Falcon is the ship that did the “Kessel Run” in 12 parsecs. The Kessel Run is a great example of a Noodle Incident—a cool-sounding feat that is never actually explained. Why is the Kessel Run famous? Why is speed important? You can imagine answers to those questions, but you don’t have them.

Now, saying you did the Kessel Run in 12 Parsecs sounds pretty cool and impressive, especially when delivered with Harrison Ford’s trademark sarcastic charm. But it’s meaningless. A Parsec is a measurement of distance, not time, and it isn’t even very commonly used. So Han Solo dropped some grade-A gibberish on us.

(Note: Some super fans have twisted themselves into knots trying to argue that it actually does make sense, but these arguments are by and large kind of dumb.)

So, the lesson here is simple: Don’t sweat the science. Take a page from George Costanza from Seinfeld, who once famously advised that something is not a lie if you believe it to be true. Your science doesn’t have to make sense. It just has to sound good. Making it sound good is the challenge, here.

Now if you’ll excuse me, I have to go tend to my quantum particle fields.

It’s Okay to Not Know Everything

One of my least-favorite things is when a reader asks me a question about my work that I can’t answer. This is usually in terms of worldbuilding or character back story, and the questions are usually incredibly detailed or thoughtful, which, hey, I get it: I do the same thing. I sit there and watch Twin Peaks and I spend a truly shameful amount of mental energy pondering the meaning of disappearing windows on a jet plane, and part of that is this innocent faith that David Lynch actually has a master plan, actually knows what all these things mean, and could clearly articulate it all if he had to.

But man, I usually can’t answer the questions. Because it’s okay to be the writer and not know every little thing about your universe, your characters. In fact, it’s more than okay. It’s beneficial.

A Little Nonsense Now and Then

On the one hand, yes, you are correct: I created these worlds, these people. I am the god of my fictional universes and if anyone is going to be able to explain to you why a character wears a certain hat or makes certain life choices, it ought to be me. But the fact is, I usually don’t, because when I’m writing I tend to focus on the details that I need for each scene. I don’t worry about the Known Unknowns, because that knowledge is on a need to know basis, and I simply don’t need to know.

Until I do. And that’s the key here: Even if it never makes it into your draft, fixing every detail of your universe and character can tie your hands later—sometimes later in the same manuscript, sometimes later in the series. The fact that I don’t know exactly what my characters were like as kids, or what the story behind their tattoo is doesn’t mean I’m a lazy, dumb writer (although, of course, I’ll stipulate that I am pretty dumb and lazy). It means I’m leaving my options open for inspiration later. If I haven’t defined that tattoo today, I won’t have to retcon something next year.

Finding the balance between the right amount of iceberg under the surface when it comes to world building and character development isn’t an equation. It can’t be taught. You just have to play with the levels until you get it right. And then get comfortable admitting you have no idea why your character has that tatt. Yet.

Worldbuilding: One Room at a Time

I’ve built some worlds. In fact, I’m participating in a panel on the subject of Worldbuilding at this year’s Writer’s Digest Annual Conference in new York, so you know I’m internationally recognized as a World Builder.

Worldbuilding is fun, in my opinion—it’s the “Weee! Let’s go!” aspect of writing. Making up an entire universe? That’s fun, and that’s one reason why a lot of people are very good at creating a complex universe in their heads, but not so good at filling that universe with believable and relatable characters, or mapping it all onto a plot that compels and makes sense. Worldbuilding is the Willie Wonka Pure Imagination part of writing, and coming up with an ending is the engineering that involves a lot of math part of it.

Worldbuilding can be a bit overwhelming for some, though. Some writers think you have to have that world 100% built before you can start writing the story. They are, in a word, wrong.

One Room

The problem here stems from the hidden work that goes into every novel. When you buy a new fantasy or sci-fi book and it reveals a complex, detailed universe, it seems like the author just has this preternatural skill at worldbuilding, which can be discouraging. But the truth is that universe probably took a long time to get into that sort of shape. Books are icebergs, and universes often date back years or decades, slowly crafted over that time until it arrives, polished and gem-like, in your hands.

When starting a book, you don’t need more than a single room or other discrete setting. Your universe can be that small. Focusing in on a single space is basically just breaking the work of inventing a universe into smaller and smaller chunks. Don’t worry about how detailed your universe will be when you finish the draft—just concentrate on creating one space, one room. Then create another. Keep moving. In the end, you’ll have a draft—and you can fill in details and add shading and work on ancillary materials for your worldbuilding later, as you revise.

Just about any intimidating work can be made easier simply by breaking it down into smaller steps. Write a word, make a sentence, form a paragraph, finish a chapter. It’s that easy.