Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Wednesday, August 27, 2014

Worldbuilding for Storytellers: Part III

Found on-site at http://3oneseven.com/globe/

Hello!  It’s good to see you back for Part 3 (of a 3 part series) on Wordbuilding.  If you managed to miss the previous discussions, get your ass over to Part 1 and Part 2 right now, so all of this makes some sense! (In the spirit of transparency, this post and series originally appeared on the now-defunct blog, RoosterWords)
Worldbuilding: Bane or Benign Exercise?

Writers love their worlds, especially those in fantasy and science fiction.  We have to- we live in them for long periods, soaking in the essence and different flavors we have derived of our own obsessive volition.  All of us must build these worlds, carefully, with great attention to the details.  For some writers, this is the best part of the writing process…creating something out of nothing, ignoring all laws of science, alchemy, and common sense.  For others, worldbuilding is the representation of long-running nightmares.  Where do you fit in?
The End?
You’ve come a long way.  The map to your dream world is in your hand (or on your desk, saved on your computer, whatever).  You’re proud of it, and so you should be.  Characters have a place to go, and a reason to go there.  What’s left?
The painting needs a finishing touch.  Something to protect it from the outside world and all its grubby fingers and damaging wear-and-tear.  A gloss or matte finish.  Maybe even some touchup paint in a few key areas.  Here are those five key areas to look at when you’ve built your perfect world:
1.     Races/Civilizations: Yes, you’ve probably been over this already.  However, this is your last chance before you begin drumming on your keyboard (writing with ink-stained fingers?) to ensure all your chosen races and/or civilizations are accounted for.  Make sure each has a place on your map, even if they aren’t quarantined there.  It’s also good to understand how each race will react to the others upon meeting in the story.  If they never do, that’s fine; but understanding how they WOULD will allow you to reference the reaction within your story.

2.     Changing World: Worlds change, even the real, solid earth we live and breathe on.  This is no less true in fiction, especially in fantasy or sci-fi worlds where things have a tendency of getting blown up in large chunks (read: continents).  If this will happen in your story, make sure you’ve got a way to acknowledge those changes on your map.  While the reader doesn’t necessarily need to know before it happens, the writer benefits greatly from the pre-determination.

3.     Series of Events: You should go back to your timeline and check for any nuisances or events which now seem out of order.  You know your world better now and there just may be a contingency, which a fan will later exploit (publicly or not).  Take the time now and be sure you know you history!

4.     Economic Oppression: One of the most difficult things I have had the displeasure of discovering is the economics of my regions.  Being that I work in fantasy, I have a hard time believing all my cultures use the same monetary system.  Creating an economy may come naturally for you.  If so, you just avoided hours of wide-eyed, psychotic cussing.  Y’know, the kind where everybody within two miles of you is wondering what the hell just happened?  No?  May just be my neurosis.  The point is, to remain relatively believable; you must have rich, poor, and middle “classes.”  This goes a long way towards endowing each person in your story with at least some character…based on their wealth.

5.     Start Writing: You’ve done it!  Ain’t that masterpiece looking freakin’ awesome?  All that’s left is, well, everything else that goes into writing…writing, editing, reading, editing, rewriting, editing, query, query, query, PUBLISH!  Hey, you didn’t choose this profession because it was easy or because it made sense, did you?  Maybe that should have been your very first question!
 
by hextupleyoodot @ http://www.deviantart.com/art/Embers-374439119
Download a copy of my “Story-Boarding Room” that I use for my own works.
How do you feel about the Worldbuilding For Storytellers series?  How did I help you; and could you use more information to deepen your understanding?  Comment below so I can work to make your world perfect!

Tuesday, August 26, 2014

Worldbuilding for Storytellers: Part II

Image belongs to http://www.pitprogram.com/weekly-photography-challenge-earth/

Welcome back to Worldbuilding 101!  If you’re just joining us, we are on Part 2 of a 3 part series on worldbuilding.  Catch up by looking over Part 1 first (especially if you don’t understand why I refer to painting below). In the spirit of transparency, this post originally appeared on the now defunct blog, RoosterWords.

Worldbuilding: Bane or Benign Exercise?

Writers love their worlds, especially those in fantasy and science fiction.  We have to- we live in them for long periods, soaking in the essence and different flavors we have derived of our own obsessive volition.  All of us must build these worlds, carefully, with great attention to the details.  For some writers, this is the best part of the writing process…creating something out of nothing, ignoring all laws of science, alchemy, and common sense.  For others, worldbuilding is the representation of long-running nightmares.  Where do you fit in?

The Middle: Characterization

There is no escaping it; your story must have characters.  On top of that, your characters need, well, character.  There’s nothing worse than a great tale spun with a boring protagonist or antagonist.  Truly great stories imbue a certain amount of characterization into the setting as well.  That is a lot of character.
In continuing the painting you have already started, the broad strokes should already be in place. Now comes the time to use those fine brushes, adding emotion and circumstance to your canvas. Grab your brushes; we're going to add another layer of paint to your masterpiece. Here's how to do it:
3dregenerator at http://tf3dm.com/3d-model/earth-transparent-17615.htm

1.     What Conflicts the Protagonist? Your protagonist is going to need a lot of conflict to keep him moving through the story.  Sometimes it should be small, a decision or debate that moves them in a specific direction.  Others should be large, especially the Crisis which, eventually, your protagonist must face.
2.     What Conflicts the Antagonist?  Yes, you must have feelings for the “bad guy” in the story as well.  Anybody who is all evil (or all good for that matter) is boorish and will turn the reader off.  Develop reasons for your antagonist to move through your world, even if it is on the coat-tails of his opposite.
3.     Give Each Setting a Government: Even if your world is full of anarchy, there is somebody in power in each of your settings.  If the entire world is under one type of government…that makes things easier.  If not, then be sure YOU know what’s going on in each important stop along the journey. 
4.     Flesh-Out Supporting Characters: There is the possibility of creating a story with the protagonist being completely alone for a majority of the story.  The closest I have seen is Richard Matheson’s I Am Legend (granted, I know the movie adaptation starring Will Smith better).  Despite the longevity of loneliness his main character suffers, other characters do still interrupt his solitude.  The point is, without beings to interact with, the protagonist will have little reason to travel your world.
5.     Personality Quirks are King: If you’re like me, you may have trouble giving all these characters quirks that make them different from each other.  If so, check out these sites to help you find just the right twitch to fit each personality in your story-
·       Dungeons & Dragons Wiki: A huge list of traits created by Wizards of the Coast for the 3.5 version of their tabletop treasure.  The site is a Wiki project; which has permission from Wizards to display the content on their page.
·       This List of Personality Traits is great because it gives you positive and negative traits side-by-side.
·       Inspiration of Writers’ Character Trait Chart and Personality Components:  This site actually gives you a chart to record specifics about your character.  I use a similar approach when developing my peoples; based on suggestions found here.
It’s Important Because:
Making your world believable, even a fantastical or futuristic one, involves creating characters your readers can relate to.  Without that, the story dulls and suspension of disbelief becomes impossible.  We want to read your story, really we do.  So make the most of our trust and deliver great characterization; and that will keep us coming back for more!
Do you agree with my 5 characterization methods?  Would you add more or do anything different?  I’ve got plenty of space for comments below, tell me what you think.
James Neal loves to worldbuild.  The main reason he added D&D to his list of trait sites is because of the sheer amount of time he has spent giving fake people real personalities within the game.  He is not ashamed...of anything.  Get to know him on Facebook, or Twitter @BloodandBlade.

Monday, August 25, 2014

Worldbuilding for Storytellers: Part I

Image found at http://ipadminibackgrounds.com/digital-earth-2/
In the spirit of transparency, this series was originally posted on the now-defunct RoosterWords blog.

Worldbuilding: Bane or Benign Exercise?

Writers love their worlds, especially those in fantasy and science fiction.  We have to- we live in them for long periods, soaking in the essence and different flavors we have derived of our own obsessive volition.  All of us must build these worlds, carefully, with great attention to details.  For some writers, this is the best part of the writing process…creating something out of nothing, ignoring all laws of science, alchemy, and common sense.  For others, worldbuilding is the representation of long-running nightmares.  Where do you fit in?

Keep in mind, this guide is not just for writers. Geared for them, sure, but tabletop gamers, videogame developers, and anybody else who deals in stories can benefit from this guide. Me personally, I've been a tabletop gamer for ten years, and a DM/GM for five. Of course, I LOVE building worlds.

The Beginning: Staying Vague

My experience has been to start the worldbuilding process by keeping everything vague.  There is plenty of time to develop all those bothersome details later.  Like the artist creating a masterpiece, you must sketch all the pieces before you can put any paint on the paper.  In fact, thinking of your world as a painting may help you “see” all the inter-connectedness as you move from outline to final product.  Maybe that is just the artist that resides within me.  Here’s how to approach your “sketch.”

1.     Create a map (if not using Earth as your setting): This does two things: First, it allows you to physically see your world, how it is shaped, how continents and/or areas come together.  I also suggest you study how rivers and seas flow in real maps, so yours can be as convincing as possible.  The second thing?  When you’re ready to publish your masterpiece, readers will also get to “see” your world in a physical manner
2.     Decide on a Theme: Every book out there that is worth the ink (digital or otherwise) it’s printed from has a theme- a unifying concept.  Decide what your theme is so your story can, at the very least, have some semblance of grace within its pages.
3.     Decide on a Timeline: Yes, science fiction generally takes place in the future, fantasy in the past.  However these are not concrete rules; and even if they are for your story, you still need to define what flavor your world will have.  Are you telling a story based loosely on feudal Japan, or Middle Ages Europe (no, these are NOT your only choices, budding writer).
4.     NOW Add Some Details: Give your map some countries, regions, states, cities, etc. until you know what you need to push your story forward.  Develop a broad timeline of major events in your world, and where they occurred (trust me, this helps keep plot moving logically).  Decide on some landmark locations your story will take place at.  This is also the time to decide on things like how magic (or technology, or mixes) will work in your world.
5.     Develop Your Crisis: As every story has a theme, so too does it have a crisis.  Something which your protagonist must overcome; and it won’t be easy to do so successfully.  There is no formula for developing these types of situations (or if there is, I haven’t found it yet).  This is your time to shine, put your creativity to the test.  If nothing else, use a tried but true crisis until your imagination decides to hit you in the head with a stone and give you something better!
Do you agree that Worldbuilding should start out vague?  Do you start differently when creating your world(s)? Use up the comment space below and let me know how you feel about worldbuilding, this post, or whatever!  I respond to all legitimate comments, and moderate to keep things decently clean.


This is part One of a Three part series on Worldbuilding.  You can find Part II and Part III as well. James is rather fanatical about building worlds, He hopes to successfully bring magic back on a different planet which he intends to call: JamesWorld.  Here’s hoping he comes up with a better name.  Get to know him on Facebook or on Twitter @JamesNealWrites.

Finale

I'm Retiring American Dirt Hey everyone. James here. This is my final post on American Dirt. It's been a long ride full ...