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Tuesday, September 24, 2019

Story Elements and Worldbuilding

This was a delightful discussion that went to a lot of different places. The question we looked at was "How many things are affected by worldbuilding in your story?"

Of course, the simplified answer is "everything." Worldbuilding and story are not separate, but there are people who are inclined to think about worldbuilding as a separate activity from storytelling, where you have a world bible you can look at to one side of your story. This discussion explored some of the many, many different ways that story and world are interconnected.

Kate says it's easy to miss good worldbuilding if you're not paying attention. She wants to see a background moment in a story that involves briefcase-sized kits for making insulin. Not the focus of the story,  just a moment to show that gatekeeping in medicine has fundamentally changed.

Morgan thought about cell phones. The technology of communication is incredibly important in suspense films and basically any other story where you have to anticipate how easily a message can travel. There has even been a line, "How did we ever fight crime without cell phones?"

Worldbuilding is like a gigantic continuum that stretches from planetary location and structure to geography and climate, and onward into architecture and food and social practices. It goes all the way from the macro- to the micro-scale.

Morgan observed that some stories can't be told in some worlds. Building on the cell phone idea, some stories depend on constrictions in communication. If you have cell phones, you can't cut the phone wires. On the other hand, you can find creative reasons why cell phones might not work.

Older people have different stories, because they have experienced different kinds of cultural and technological changes. Characters of different ages may not use certain items, or might use them in distinctly different ways. We talked about the character of Dot on Miss Fisher's Murder Mysteries, who starts out terrified of the telephone because she's been told by a priest that it's dangerous.

When you have different point of view characters, there isn't just one world; different characters have personal worlds. You can tell a story about moving out of your personal world into a larger shared world, or clashing with it, understanding or not understanding it.

Worldbuilding is all about taking advantage of exciting opportunities. It's a holistic process that links the large scale with the small scale.

Paul rightly pointed out that because everything in the world is connected, your point of entry can be anything.

I explained how I went about designing the Varin cities and expanding the variability of the cave systems in which they were built using models in our world: the Gouffre de Padirac, Derinkuyu, and the Skocjanske Jame.

Kate said she can steer any conversation to the topic of plate tectonics in five moves or fewer.

We also talked about the unrealistic geography in The Lord of the Rings. At that time, much less was broadly known about geography, and you could make things up, but now you have so many more resources on the topic that you don't have to.

Remember, when you are not making things up, it's less work!

It's also really important to think about the social part of worldbuilding, the part that builds the people and supports your characters. Character psychology is also tied to worldbuilding.

A lot of the time, you should not feel like you are wondering what is in a particular place; you should be trying to figure out what has to be there based on the principles you have set up.

In Varin, I set up a situation where all young noble women have personal bodyguards. This has significant implications for their social relationships, and for the social relationships of boys.

Always ask about implications. Stick a pin in a spot, and the implications of that choice will spread out and go everywhere.

Phenomena that appear to be incompatible may exist in different social groups within the same country or region.

Kate asked, "How hard is physics to deal with?" She suggests that convergent evolution is stronger than we think. Maybe alien worlds would be more similar to ours than we speculate.

Paul remarked that eyes have evolved several times in different genuses on Earth. Bats and birds both fly. Penguins fly, but in a different medium.

Oceanic creatures have some similarities because the medium they inhabit is "Hard to deal with." Some have emerged from the ocean but retain signs of their past presence there.

Models of bipedalism on Earth include the human model and the kangaroo model (and others). Kate called kangaroos "the T-rexes of deer."

It's worth thinking about neurology, too. This includes the neurology of dinosaurs and of everyone else.

Organisms and the ways they relate to their world offer a lot of cool worldbuilding opportunities. What if there were color-blind aliens? Kate said, "Punchy shrimp see sixteen extra colors, so they say, 'no, you're the colorblind one.'"

That said, we have one electromagnetic spectrum. This leads to commonalities in color words across Earth culture, for example.

Language is an enormous opportunity in worldbuilding that people don't often take sufficient advantage of. Each language is going to have to try to solve some of the same communication problems, but it might not do so in the same way. Japanese expresses the manner in which an activity is done via adverbs, when English uses a proliferation of verbs.

Morgan notes that the scope of possible worldbuilding can be daunting. The world is huge, and lots of things can happen at once. We need to understand the major influences that are most relevant to the story.

Some historical events can have a significant influence on culture and language. The American Civil War was one such period. The Genpei War in Japan had a significant influence on warfare, and also indirectly led to the naming of certain kinds of crabs.

Any time you have social groups like cliques or castes, etc. you can ask yourself where these groups came from. How did they form? Why did they form?

You can obviously create simple distinctions without interrogating them. If you simplify, you can give the impression of a culture that is like an animated film versus a live action film. This can be done well, but it's worth being careful.

Ask how people's places of origin affect their characters, and how they affect their relationships. Morgan noted that assumptions like whether someone will be college-bound or not, while seemingly simple, can have enormous influence on people's lives.

Thank you to everyone who participated in this discussion! Today, Dive into Worldbuilding meets at 4pm Pacific to talk with guest author J. M. Frey about her Skylark Saga. I hope you can join us! The link to the Zoom meeting is: https://zoom.us/j/156853119




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