Gaming4Hearts wrote:Do you love to create a unique universe? What are some pitfalls that you encountered and would recommend others to avoid?
I think the biggest trap I see newer writers fall into is to focus on the broad details while neglecting the fine details. For example, some people's world-building will describe the geography and politics of the story, describing the different nations present in the world, and the history that those nations have with each other, sometimes dating back hundreds of years. Similarly, they'll have a map where they lay out all the continents. But when it comes to the small details, they don't really have anything.
Most stories are going to be about people. Think about what matters to an individual. Will your character care about history? Odds are, they won't. World War II feels like ancient history to me, and that happened during my grandparents' lifetime. What is going to have a greater impact on their life: the ruler of the kingdom, who lives in a castle a fifty miles away (in a time period where you can only travel 20 miles a day on foot)? Or will they care more about the village elder, who presides over a small group of thirty people, too small and insignificant to me mentioned in any history book? Think about the geography: does the individual really care about the shape of the continent they live in, and how many miles across the ocean the nearest land mass is? Or do they care more about how close the nearest river (or other source of fresh drinking water) is? All of this applies to contemporary settings as well. The distance between the city where I live and the next major city is something that I think about every couple weeks or months. The distance between my apartment and the nearest grocery store is something that is relevant to my life much more often.
That's not to say that thinking about the way that the world functions (and its history) is a waste of time, but I think a lot of people spend too much time thinking about their world in purely decade-to-decade or even century-to-century terms, when in fact most stories are told about the lives of characters on a day-to-day basis. In your story, you will get to explore a small number of big conflicts, like "is our country going to win this war?" But in the course of resolving those big conflicts, you're going to run into a lot of smaller conflicts along the way, like "how are we going to find food so that we can eat today?" and "how are we going to get across this river," and "what the heck is this local boy saying to me? I can't understand his dialect."
Another pitfall I see is people completely failing to acknowledge the consequences of the magic they've built. L.E. Modesitt is a fantasy author who does a great job of writing stories that take into account the impact that magic might have on things like city infrastructure, and how magic would impact the development of technology and society.
Gaming4Hearts wrote:Where do you look to inspiration? For example are there good sources that you use?
First off, if you're only going to read one book about world-building, make it Jared Diamond's "Guns, Germs, and Steel." It really should be required reading for anyone writing in a historical or faux-historical setting. It won't give you all the answers, but it will give you a starting basis for beginning to ask the right questions.
I'm a big fan of stealing ideas from reality.
The first stories that people told were fictions based on reality. Now, we're several degrees removed from that, where we have fictions that are based on fictions. On one level, you have people like George R.R. Martin who write fantasy settings that are based on their knowledge of medieval Europe, and then you have a younger generation of writers below them who write fantasy settings inspired by their knowledge of GRRM novels. So you get something that's a caricature of a caricature, and that can easily start feeling disconnected from reality, accessible only to people who are already entrenched in the conventions of that genre. Some stories do this intentionally, like the many that are based on Tolkeininsh fantasy with dwarves and elves and dragons that sit atop massive piles of gold and wizards that wear pointy hats, but if you're going to do these things, make sure you're doing them intentionally and not "just because."
Go to the source material. I am a big fan of reading non-fiction. Learn about major people and events by reading biographies and history books, especially those that are about ideas and subjects similar to what you want to explore in your story. If you're writing a story about a people rebelling to overthrow aristocracy, pick up a book about the French Revolution. Read about the losers of history: Shirer's "Rise and Fall of the Third Reich" is tremendously fascinating stuff, as is Tolands "Rising Sun: The Decline and Fall of the Japanese Empire." Read about cultures that are foreign to you and that you know little or nothing about: David Wyatt's "Thailand: A Short History" engrossed me the first time I read it as a teenager. Exploring different cultures can also include historical settings as well. For example, I'm familiar with present-day Chinese culture and contemporary Chinese history, but Levathe's "When China Ruled the Seas" is about Chinese sea exploration during the 15th century, which is completely alien to me; I enjoyed learning about it quite a lot.
If you find most nonfiction books boring, try reading contemporary creative non-fiction--it's a genre of writing that applies the literary tools and sensibilities of fiction writing to reporting actual events. Good examples include anything by Michael Lewis (Moneyball, Flash Boys, The Big Short), Malcolm Gladwell (David and Goliath, What the Dog Saw), and long-form journalism.
Read old books, like Machiavelli's "The Prince," Sun Tzu's "The Art of War," and Yamamoto Tsunetomo's "Hagakure." It's fascinating to see the thoughts of people that are hundreds of years old laid out in text. Read old fiction, too; it'll give you an idea of what kind of things people cared about hundreds of years ago, and it can be an interesting lesson on just how timeless certain human conflicts and emotions are.
Outside of books, documentaries exist; I have no specific recommendations as it's not my preferred medium, but if you search around for what's acclaimed and what seems interesting to you, I'm sure it will be time well-spent. (Lately I've been hearing a lot of endorsements for Winter on Fire, which you can watch on Netflix.) Dan Carlin's "Hardcore History" is also an enjoyable listen, if you're into podcasts.
Ghost of Crux wrote:It's also a good idea to lay down hard rules on what can and what can't happen, probably. At the very least, some guidelines. Especially when dealing with magic.
Brandon Sanderson did a great series of essays about certain "laws of magic" (really more rules of storytelling) that he uses when constructing magic systems.
"Sanderson's Second Law" is the one that I found most interesting, I wrote up a bit of
a follow-up/response on my own blog. Here also are the links to parts
one and
three.