Worldbuilding (part 1: How to Start) (12/3/2012)

I keep coming across posts and articles on Worldbuilding and they keep on annoying me because they either don’t do it right (my idea of right which on this matter is objectively and unquestionably and mathematically provably correct) or else (more common) they do some bits but miss out a whole swath of Stuff That Really Matters.

People who say that worldbuilding starts with a map: I’m looking at you.

So I’m going to do my own set of posts on worldbuilding. Nyer. Just so that anyone who wants to can grumble about all the bits I don’t do right and all the stuff I miss out.

I’m going to start with where you start, which isn’t with a map, dammit!

I find there are two distinct places to start with building a world, but they both stem from the question of what it’s for. So start there. Some worlds (particularly those for RPGs in my experience) are built for the purposes of being explored. Neither the builder nor the explorers really have any idea what they specifically want from the world other than for it to be a generically fun place to explore with quirks and features that will inspire ideas for stories. Other worlds are built with the same general premise but with one or two sweeping constraints (I want a desert world; I want an archipelago, that sort of thing). Yet other worlds are built with a whole series of specific constraints (in my experience these tend to be the worlds built after the fact to support a specific story or collection of story-lines). For example a world that needs to have a desert and then an impassable range of mountains that can only be crossed by getting hold of a flying carpet, both of which are littered with the ruins of an old civilisation; and one ruin in the mountains contains a gem deep inside it that can be used to trap the soul of the wicket djinn that’s rampaging about somewhere: and there are probably more constraints in there than are immediately obvious. The physical terrain has simple enough requirements (a desert with some ruins, some mountains with some more), but the mythology and history of the world now have to deliver an ancient society, flying carpets, djinn, soul-trapping gems and the mechanisms by which all these things work and the people who know or knew how to built and maintain them. And then it has to deal with all the logical consequences that follow from these, and that can be excruciatingly tricky and can easily lead to a logical consequence that buggers up the story the world was supposed to support in the first place.

Oh yes, and another thing: context. This is probably a thing that most world-builders take for granted, but chances are that whatever you’re building exists within a greater context. Mostly the greater context is assumed to be “like the real world works” and left at that, and it that’s the way it’s going to be than fine: The world is round, it orbits a sun, tides are made by the moon(s), mountains are made by plate tectonics, valleys are made by rivers and glaciers, apex predators are relatively sparse compared to their prey etc. etc. If any of these things are not true it would beg the question why, but then again if you’re building a fantasy world with either magic or actual real gods (i.e. magic) then they don’t have to be, just as long as there are logically consistent consequences for all deviations. Mountains aren’t made by plate tectonics but are in fact were all brought into being when the God of Being a Git punched the God of Eating Too Much Ice Cream really very hard in the belly and the latter vomited mountains from the sky? Why not? And because it was ice cream than they’re really cold, right, and that’s why they’re covered in snow . . . But then your mountains will be scattered across the world in the shape of barf-splats instead of linear ranges and if you want any volcanoes or earthquakes or tsunamis then you’re going to need to find a new cause for them. Not that that should be hard but it’s not to be taken for granted either.

This isn’t about what the people of your world believe at this point either. This is about how your fictional world was really made. Want a giant inverted mushroom flying through space to be your world? Fine. How did it get there? Are there others? Etc. etc. Maybe you don’t need the context beyond. Doscworld manages well enough without it – but note that it isn’t just a disk. It has its elephants and A’Tuin and that makes all the difference . . .

So three things before you start with the map:

What is the world for?

What constraints are being applied to it?

In what context does it exist?

One Response to “Worldbuilding (part 1: How to Start) (12/3/2012)”

  1. Sierra_Dragon says:

    LOVED the post! Mind you that may be because I agree. (funny how that works eh?) I think I first read the “start with a map” idea from David Eddings. I can see it might work if you are fortunate enough to be able to tell the same story over and over again but I think the bar is a little higher these days.

    thanks for the insight! I write as a hobby, (no it’s actually a hobby, no intention of ever trying to publish thank you, my day job pays quite well and have the fortune of not only enjoying my job but being pretty good at it. writing creatively is a nice distraction, nothing more) and tips and discussions like this are always appreciated.

    Love your work as well. Thanks.

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