Showing posts with label realism. Show all posts
Showing posts with label realism. Show all posts

Wednesday, August 11, 2021

When Building a New World, Follow The Ripples

For those who don't know, I've been actively working on a fantasy RPG setting since the start of 2021. I'll have more details on Sundara: Dawn of a New Age below for those who are curious, but there's something important that I've learned throughout this process that I think fellow writers (whether you're a novelist, a games creator, or somewhere in between) need to keep firmly in their sights.

Namely that whenever you're designing a world you need to take every element not just at its face value, but to ask how this element could change or alter the setting going forward. Or, phrased another way, if you're throwing a rock into a pond, watch the ripples and see how far they go.

But what if we made magic super common?

Before we get into the details, you all know the drill by now. Subscribe to my weekly newsletter to stay on top of all my updates, and if you've got any dosh to spare consider tossing it my way by becoming a Patreon patron! Every little bit helps.

Every Change Can Have Implications


The fun of world building is that you get to put settings together in different configurations to see what happens. You can tinker with everything from the climate, to the social structures of your people, to what strange and fantastical species exist in your world. You decide how magic works, what technological innovations exist, what gods are or aren't in this world, everything!

However, there is a flip side to this astonishing amount of power, and it's one that occasionally gets overlooked. Because if something exists in a setting, you have to ask what the implications of that thing's presence are, and how it can alter your world as a whole.

Let's take dragons... as an example.

So, let's say your world has dragons. Awesome! Dragons are cool, and they always grab people's attention. However, every element of dragons in your setting will shape the way the world functions, and you need to ask what that means to your setting, and the stories you tell within it.

For example, are dragons sapient creatures, or are they merely large and dangerous animals? If the latter, then are dragonslayers a required profession to help deal with these territorial beasts the way you'd have game wardens or animal control officers? If dragons are intelligent creatures capable of thought and reason, though, then are there accords for negotiating with them? Do they form agreements with surrounding nations, or do they merely take what they want using their power? In either case, are dragons prized for their body parts once they're slain? Because if their blood enchants swords that are quenched in it, or their scales are impenetrable to normal steel, or their teeth can cure disease when powdered, that will make them highly prized assets to poachers looking to make a profit off a dragon's corpse.

You can keep asking questions like this (Are dragons used as mounts by elite warriors? Incorporated into armies? Do they bond with particular species?) all day long. And there's no wrong answer to these questions... but you do need to have answers, and those answers could lead to more questions as the ripples spread outward.

And you need those answers in order for your setting to have verisimilitude.

As an example, say that your setting has a kind of quartz in it that can hold a charge from magic to act as a power or light source. If such an item exists, why are people still lighting their streets and homes with candles and torches? Is it because the mineral is rare, and thus wouldn't be used for that sort of thing? Perhaps. Because if it were common then it's likely it would be used at least in towns and cities near where wizards train their apprentices, or where sorcerers tend to be born. Even if it's not universal, its presence could be a sign of a town moving up in status, showing that they can afford to have a lamp-lighter's guild made up of apprentices and journeymen wizards.

This Applies To Damn Near Everything


Almost every aspect of a world is going to have implications like this. They won't always be center stage and of import to your current plot and story, but it's important to think about them and to consider what aspects of your world might mean if extrapolated on. From whether your kingdoms use paper money, to whether they have a banking system, to whether elves and orcs can have children with partners outside their species, it's important to think through all aspects of a setting in order to make sure your world has internal consistency for the reader.

And because sometimes you'll find that an idea gets way wilder than you expected it to... and it turns out to be a far bigger and more interesting addition to your story than you expected it to be!

Incidentally, if you haven't seen it yet, you might want to check out 5 Tips For Creating Fantasy Towns and Cities. It's something I put together that has helped solidify my process, and I figured it would be of use to other creators!

As For The World I'm Building... Well...


I've been hard at work on Sundara: Dawn of a New Age for months now, and every time a new release for it drops the setting gets just a little bit stranger! So whether you want to see cities atop mountains ruled by a cooperation of dragons, massive volcanic forges making crucible steel, metropolises cared for by armies of the living dead, and more, check out some of the Cities of Sundara installments below!

Seriously, give them a look for yourself!

- Ironfire: The City of Steel (Pathfinder and 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Like, Follow, and Come Back Again!


That's all for this week's Craft of Writing! For more of my work, check out my Vocal archive, or at My Amazon Author Page where you can find books like my cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife, or my most recent short story collection The Rejects!
 
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Wednesday, February 13, 2019

There is No Such Thing as Forced Diversity

I've written fairly often about what people would term "social justice" issues in fiction. From Asexual Awareness in Fiction, to What Would A Woman Do?, or even my fairly recent post from late last year Avoid Back-Handed Inclusion in Your Book, I've had a lot to say about representation in fiction. While a lot of the response has been positive, there has been one, consistent complaint used as a push-back whenever I (or someone else) talks about these topics. A line of reasoning that those embracing it seem to feel is the perfect counter-thrust to completely derail the conversation.

They simply say that they are all about diversity, but that "forced diversity" can ruin a book.

I don't know if you realize it, but those words are literally meaningless together.
I'm not the first person to say this, but I am going to re-affirm what other folks have said. There's no such thing as forced diversity. No one is forcing you to do anything. Either make your book more diverse, or don't. But if you choose not to, don't pretend it has something to do with a purer expression of your craft when it's just that you can't be bothered to swap up the color and gender palette.

Diversity And Representation Are Marketing Concerns


If your book has an all-white, all-heterosexual cast, that isn't going to stop it from selling. Those kinds of books have been selling for literal centuries with no problems. Also, this cannot be overstated, no one is going to make you change that roster. There isn't some kind of quota at publishers that say you have to have X number of black characters, Y number of strong female characters, and Z number of trans or genderqueer characters. Readers don't keep those checklists, either. It isn't going to be held against you.

However, it's not going to earn you any points, either.

This is the point where we talk about numbers.
You know that point I made above about how all-white, heteronormative casts have been the norm in books for literal centuries? Given that there are thousands of other books out there who made the same casting decision, how is yours going to stand out?

Because, and this is a little-known fact that some folks seem to miss, if you include an under-served group in your cast then members of said community are a lot more likely to actually check out your book. Why? Because getting the chance to see yourself in a work of fiction, and to have the issues you struggle with represented on the page, the screen, etc. is a huge selling point. And the more underserved a demographic is, the less competition you'll have in that area.

So, if you wanted to take a purely capitalist approach to things, then yes having a prominent trans character in your main cast would immediately put your story on some people's radars. From asexual strippers who hunt vampires, to a burly black cop comfortable in his gay sexuality hunting down serial killers, you would raise eyebrows, and get people to pay attention. Even if these characters aren't your main lead, just having them featured as part of the major cast of characters will generate buzz.

They're Story Concerns, Too


If you're one of those writers who just wants to be realistic in their casting (assuming you write fiction set in the real world), then you should also be interested in having a more diverse cast... because that's the world we live in! That isn't a new fact, either; people of all skin tones, a wide variety of sexualities, and all kinds of genders have existed in different cultures all over the planet without regard to where lines are drawn on modern maps for most of recorded history. From gay friars who were happily devoted to one another in medieval England, to Japanese mercenaries fighting the Dutch in the 1600s, our real-world history was a pretty diverse place.

But we're not even on Earth!
And if your story is set in a fantasy or sci-fi world that has no bearing on our Earth? Well, let me ask you this... does your story have humans in it? Because if it does, and they're supposed to be humans we can identify with, then you can only improve your setting by adding more options to it. Because it might seem easier to make fantasy or alien races a stand-in for a certain religion, ethnicity, sexuality, etc., but it just makes more sense to be genuinely diverse in your casting.

Again, remember, no one is forcing you to do this. If you think it's just easier to leave Buck Manwell, Space Force Captain and rugged, womanizing adventurer exactly the way he is, it's your book. You can do, or not do, whatever you want with it. And if you're just writing that book for your own pleasure, then that's fine... but if you're writing that book with the intent to sell copies, build an audience, and increase your professional reach, then diversifying your cast just makes sense.

Not only that, but it's a fairly easy habit to get into. Just look around, and ask why you've made certain characters in your cast the "default" setting. Then change them, and see what happens. You might be surprised at the results you get.

That's all for this week's Craft of Writing installment! Hopefully it got the wheels turning for some folks. For more work by yours truly, check out my Vocal archive, or stop by My Amazon Author Page where you can find books like my sword and sorcery novel Crier's Knife!

To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. And if you'd like to support me, consider Buying Me A Ko-Fi, or going to The Literary Mercenary's Patreon page to become a regular monthly patron. Every little bit helps!

Wednesday, November 2, 2016

Internal Consistency is What Your Novel Needs (Not Realism)

How many times have you had people complain about a lack of "realism" in fiction? "This one guy killed hundreds of enemy soldiers in a single winter, that's so unrealistic!" "A single soldier climbed a cliff face, was shot half a dozen times, and still took out two bunkers with a hand grenade and his bare hands, that's so unrealistic!" "This guy is using a sword in a modern war, and he captured a dozen enemy soldiers with it, this is so unrealistic!"

She's casting a spell through the mic, that's so unrealistic!
In case you couldn't guess by the sarcasm quotes, every incident I mentioned in the first paragraph actually took place. You can read about the soldiers who accomplished those very things in 5 Real Life Soldiers Who Made Rambo Look Like A Pussy. It goes to show that no matter how ridiculous fiction gets, there is always something more badass (or at least equally badass) that has happened in the real world.

But realism isn't what you should be concerned with, as a writer of fiction. What you should care about is the internal consistency of your world. Which is, more often than not, what we're talking about when we throw around the word realistic.

Your World, Your Rules


The most important thing to remember about your book is that it's your world, and your rules. If you say that the ability to use magic is an inherited trait, then it is. If you say the government has jurisdiction over thought crimes, then it does. It is your world, and it can be whatever you say it is. The key is to make sure that your world has its own internal logic, and that all your rules still hold up when taken to their natural limits.

All goats now have rights... what does that mean for the legal system?
The problem is when you start subverting your own rules, and the internal logic starts to break down. For instance, if you set your book up as taking place strictly in the modern day, using the rules of our world as we know them, and then things that make no sense start happening. Like a 20 mile-an-hour car crash resulting in a 50-foot-high column of fire. Or computers being made to explode remotely without any explanation of where the combustion came from. Things that, in the rules of the world we know and exist in, don't happen.

That's why you need to make your world's rules clear, and follow them. We know, for example, that Superman's biggest weakness is kryptonite. And while there have been a thousand different strips and plots surrounding the character, that rules has never been broken. If someone holds out a chunk of this green, glowing rock, then Earth's mightiest hero recoils like Dracula before a crucifix. Speaking of Dracula, Van Helsing was kind enough to lay out the rules for vampires in Bram Stoker's novel. And when we encounter vampires? Well, they have the same weaknesses that Van Helsing laid out for us. Which cements his reputation as an expert in the field, and makes the mythical creatures true in a concrete, important way.

Dragons Don't Make Your Argument Invalid


There's something that happens in fantasy circles where someone will point out an internal consistency error, and the response is along the lines of, "oh, there's wizards and dragons in this book, but the lead being able to climb a mountain in a day, dressed in a loincloth, is what bothers you?"

Now that you mention it, it really doesn't make sense.
The presence of something completely unbelievable (like dragons, magic, an immortal serial killer, etc.) doesn't give a pass to some other aspect of the story breaking your internal logic. Every aspect of a story needs to be weighed, and judged, on its own merits. Having a character who can shrug off broken bones with no outside aid in less than a week doesn't suddenly make sense just because there are witches in this world.

Especially if said witches didn't offer to heal that wound... for a price.

Well, that's my thoughts for this week's Craft of Writing. Hopefully some of you find it useful, or at the very least entertaining. If you'd like to support me, and keep this blog going, then why not head over to The Literary Mercenary's Patreon page to become a patron? As little as $1 a month gets you some swag, and helps out way more than you'd think. Lastly, if you haven't followed me on Facebook, Tumblr, and Twitter yet, well, why not start now?