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Posts in the "From Middle Earth to Dying Earth: How to create SF and Fantasy settings." Category

  • The Future We’ve Already Seen

    I was reading a big fat space opera the other day. You know the kind. You’ve already read about this future.  It’s the clunky 1970’s future full of dead rocks, long haul shipping, out-of-control corporations, more-or-less traditional gender dynamics glossed over by the inclusion of some “strong female characters,”  and, absurdly – smoking in space stations(!?).

    When I went to the Clarion writing workshop back in 2000, I had an instructor tell me that one of my stories suffered from “a failure of the imagination.” If you take a real hard look at most SF/F, you can probably say the same thing. There’s a conservative, comfortable bulk of the genre that just keeps writing about the same future, and exploring the same past. There’s good reason for this. People like comfortable fiction. They like seeing their present reflected in the future. Most importantly, it sells well.

    But it’s lazy writing.

    For me, the most satisfying part of what I do as a storyteller is to interrogate the assumptions we have about what it means to be human.  As spec fic writers, we have this fantastic canvas we totally cut up, rearrange, back over, throw mud at, or burn down on command. The world is literally a blank page, and all that limits what we put on that page is the narrowness of our own thoughts and expectations.

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  • When it came to creating the setting for my novel ENORMITY, I started by thinking about all the different stories I knew about giants.
    The earliest things I could recall were fairytales like JACK AND THE BEANSTALK and THE BRAVE LITTLE TAILOR, both stories about rascally young lads who barge into confrontations with huge ogres…and cleverly defeat them.
    These tales intrigued me as a kid because of the David versus Goliath component:  How cool would it be to slay a giant, get the gold, save the girl, and be a hero? But I was also fascinated by the concept of the giant’s lair, a place where everything was giant-size, literally upscale.
    One of my favorite Bugs Bunny cartoons was a play on this notion, with Bugs discovering a giant’s garden and digging a mineshaft into a single immense carrot. As with the supersized title fruit in JAMES AND THE GIANT PEACH, I wanted a bite! Likewise, I loved the various kiddy versions of GULLIVER’S TRAVELS, which showed Gulliver sharing a colossal fried egg with all the inhabitants of Lilliput, or singlehandedly defeating an attacking naval armada (it wasn’t until much later that I read the actual Jonathan Swift book, and realized it wasn’t kid stuff, but rather a brutally funny takedown of 18th Century English politics – for which Swift was paid 200 pounds, the only money he ever made from his writing).
    The fun of Gulliver’s Travels was that I could identify with either perspective: giant-size Gulliver or teeny Lilliputian. Lewis Carroll stretched the idea a bit by having his Alice grow or shrink as needed, H.G. Wells tried it on for size with his FOOD OF THE GODS, and of course Hollywood loved playing the scales: LAND OF THE GIANTS, THE INCREDIBLE SHRINKING MAN, FANTASTIC VOYAGE, etc., etc.
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  • How to do it?

    1 – Start with the kind of story you want to tell, the mood of it, the point of it, then shape all the things that make up a world – the geography, the economies, the cultures, the politics, the religions, the peoples, the flora and fauna – so that they reinforce the story.

    2 – Remember that the world is slave to the story, and not the other way around.

    Why to do it?

    I’m not so sure.

    I have a world. Ehre. A few years ago I spent an incredible amount of time and energy building it from the ground up. I bought a program called Fractal Terrain Pro so that I could make a realistic globe, with rivers and mountain ranges that made geological sense, and from the simulations it created drew world maps and named countries and cities and peoples. I invented seven thousand years of history, the pantheons of several different religions, a system of magic, numerous forms of government, a number of currencies, the naming conventions of half a dozen cultures, some social hierarchies, a few different slangs and cants, the rules for a gambling game, and a detailed map of the city in which I intended most of my stories to take place.

    I did all this because I only wanted to do it once. I figured, if I was going to write fantasy, I would set all my fantasy novels in the same world so that I wouldn’t have to reinvent the wheel every time I started a new book. That would be the smart, efficient thing to do. (more…)

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  • In every world, there is another world, and another one inside of that. Little boxes, all these houses, with alternate realities inside of them. Worlds are not created by the gods on high, I think. They are created by a trillion sensing entities, experiencing what they experience, communicating what they know to each other, and changing their world as they can. There is a material reality to reality. There is also a social reality to reality. They intersect. The material reality is an immutable thing. Gravity works. Thermodynamics works. But, the meaning of the mute working of things comes from the interpretation of the reality.

    Why do birds dance so much to mate? I was watching this nature show the other day, and these gorgeous tropical birds were buildings mounds, and dancing elaborately with wild feather displays. It seems like a silly way to pick a mate – or as silly as any method known to man. Still, it is how things are done among the birds. Their beautiful dance could, I guess, be a demonstration of physical fitness, appropriate placement in the social society of birds, or the ability to gather lots of symbolic representations of food. I don’t think the birds think of it that way. I think they dance because it is the way the world works. Dancing is the only way to properly express that yearning in the heart for communion. I think they sing because it is the only way to tell the world that a bird is here, and alive, and feeling something inside of its little heart.

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  • That title is a Crystal Method “Trip Like I Do” reference. Did you notice? Some of you understood right away from that reference that I listen to electronic music (or at least had listened to it) without my ever telling you so up front, and therefore, got a peek into my everyday life in a flash. The fact that it’s a song that came out in 1997 could indicate a million other things. Think about it. It definitely indicates I live in a time and place where computers and electronics are an important cultural factor. The deal is, it’s a telling detail. That is world-building. Creating a believable fantasy setting isn’t about sketching a detailed map and writing 1200 years of history and then infodumping that onto the reader in a wordy prologue — although that information can be helpful to the writer. Creating a realistic setting is like research, in that it too is an iceberg of information with which the writer is intimately familiar and the reader only experiences the tiny bit that appears above the waterline.

    Fantasy (and Sci-Fi too) is one part escapism. The reader signs on to be a tourist of an imaginary (or in my case, not so imaginary) world. It is the writer’s job to make that world as real for the reader as they can. At the basic level, the senses are the most obvious way to do this: what colors are predominant? What plants? Animals? Architecture? Climate? How do people dress? Fashion is a big factor, like it or not. Music too. What is the culture like? What is the ecology like? How about the economics system? Class system? Language? Food? And with each one of these factors comes a great big “Why?” Always remember that no detail exists in a vacuum. All of them knot together and affect one another. Don’t forget smell. Science has proven that the sense of smell is the most powerful memory trigger for human beings, bar none. Take advantage of that fact. Remember telling details are far more potent than broad strokes of the writer-brush. The detail you touch on and your reader fleshes out for themselves is the detail that will hit them the hardest. Also remember that Readers relate to characters. They can’t relate to settings. So, show your world through your characters’ senses — all their senses, including touch.

    The job of creating a realistic setting is overwhelming. The sheer amount of data required to make a setting work well is vast. A quick study of perception will tell you that right away. Sitting in front of your computer reading, there are millions of bits of information that your brain takes in and either dumps as unimportant or bubbles up to your consciousness. Are you in a coffee shop? Think of all the smells around you. Then the sounds. Are you at work? At home? Each bit of data says more to you than the surface information. That voice you hear in the cube next to you? Is it your boss? Or a coworker? What is your relationship like? Then there’s all the cultural data that goes with that and so on. One sound can lead to a million points of data you don’t conciously think about but know and react to automatically. For example, if the voice belongs to your boss, your gut might tighten up or your shoulders get tense. Now think of that information in terms of a fantasy setting. There’s a reason I’ve seen more would-be writers get buried in the sheer amount of data needed to create a realistic world. However, you don’t need to know absolutely everything. You do need to know what is important.

    To use film as an example: Ridley Scott is well known for the amount of layering that goes on in his sets. If you pause at one of the scenes in Bladerunner, you’ll see old paperwork tossed on top of the ceiling in Deckerd’s boss’s office. You’ll see an old west lampshade with buffalo hunters painted on it. (A very telling detail, that.) You’ll see dirt and grit and a million little things stacked on other things — each doing their part to make the scene real even if viewers only see it for a brief second. However, at its base, that futuristic police station is based on a present day police station. That’s the short cut. And that’s how you have to think as a writer. And no, that need isn’t strictly limited to fantasy writing.

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  • Stanley Kubrick, when he’d decided to film Thackeray’s novel Barry Lyndon, spent some time researching eighteenth-century costumes. Then he went to all the major film and theatrical costumiers, but was unsatisfied with what they offered him. His research had shown him that eighteenth-century ladies’ gowns were stitched in a particular way which wasn’t reproduced by modern costumiers. Only with the authentic eighteenth-century stitching, he concluded, could the gowns be made to hang authentically. So he ignored the costumiers, and had the  ladies’ gowns for Barry Lyndon made to his own specification.

    Eighteenth-century Europe was almost as alien as an SFF setting. (The past is another country.) Kubrick’s film depicted it more accurately than probably any other film has done, because he insisted on getting the detail right. I believe the most important single thing, when creating any setting, is the quality of the detail. Of the small components.

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  • Good morning. Today I am here to write about creating fantasy settings, which would be a wonderful thing for you to read, if I knew anything about that.

    The fantasy world of The Emperor’s Knife is, as has been noted at many times in many places, very similar to the Ottoman Empire, except it is not – the most salient difference being that nobody is muslim. Islam was central to the philosophy of government in the Ottoman empire, so to take that out would have been the equivalent of taking the custard out of a Boston cream pie. It would not have worked. Rome also lends a great deal to the setting, with its many gods and its Byzantine plots, except it is not Rome either.

    So how did I arrive at this setting? Did I sit down and decide what the map looked like, the powers of each god, and what types of ships are in the river? No, unfortunately I did not, though I have done that – for gaming campaigns. In writing, I find that it helps me to ground my character first. (more…)

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