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This article builds on Fantasy 101, where we discussed the importance of a basic plot and an understanding of your story’s scope. Plot and scope will dictate how varied the setting of your story will be. If your tale transpires in a single cave or cottage, your setting will be much simpler than a story that spans multiple continents. To say it another way, your plot and scope will determine how much of the fantasy world you must build. Some critics of the genre claim that fantasy authors have an easy job. We don’t have to research our settings. We can simply make up anything we want and – POOF! – it’s part of our world. I suspect some writers are inclined to write fantasy for this very reason. I argue that any serious fantasy writer actually has a tougher job than a writer who crafts stories set in the real world. Real world settings require research, because the author can’t write anything that’s a glaring contradiction to real life. As long as he avoids that pitfall, he has instant reader acceptance of his setting. It just takes time and diligence. A fantasy author, on the other hand, must create every detail of his world. This world must contain enough detail for readers to understand it, but it must not be too detailed, or the readers will get lost. Many of the details an author knows about his world will never be directly written into a book, but the author must be intimate with all aspects of his setting, because the devil is in the supporting details. Detailed knowledge of the setting will make the entire story a fuller, more immersive experience for the reader, because the author’s knowledge is revealed indirectly through dialogue and little details. If an author of a real-world story needs details on the economy or architecture of the Bronx, he has thousands of pages of resource material. If a fantasy author needs details about the economy or politics of the elven city of Terius, all the details must come out of his own head. These details must not contradict one another; the author must convey them in concise and fluid manner, and he must never forget any detail he includes in a story. If he forgets, and contradicts it later, some reader will ensure there’s hell to pay. This is true of any author, but I contend that it’s harder to remember “facts” about things that don’t exist. A fantasy author must create a world that is fresh and new to the reader, but not so fantastic that the reader can’t relate well enough to wish to stay in the world. Depending on the plot and scope of your story, you may have weeks or months of work ahead of you. There’s a reason we mortals usually leave world building to the gods. It’s really hard work! I recommend a rough, top-down approach. Write down the basic features of your setting that can be derived from your basic plot and scope. Then divide that list into individual items and fill in details as you’re able. Keep a notepad handy at all times, because you’ll never know when a great detail for your world will pop into your head. As a general rule, I also recommend that, as the writer, you’re aware of what’s going on around your story. If your entire setting is in one castle, even if no actions or events occur outside of that castle, you still need to know something about the surrounding countryside, because the castle doesn’t exist in a void. The surrounding environment will have an impact on the people inside. If it doesn’t, your setting will not be as immersive as possible. Readers may not buy into it. Based on your plot and scope, here’s a partial list of world elements you may need to consider: TopographyContinent size and shape, key terrain features (e.g. rivers, mountains, forests, oceans,) man-made features (e.g. cities, roads, bridges, fortresses, mines, national/political borders) RacesHow many races will you have? Each race increases your work exponentially, because each race represents at least one separate culture (and probably has multiple subcultures,) which requires details for a multitude of factors.
RegionsEven if your story has only one race, all of the considerations for race apply to different regions, such as two countries, two baronies, two cities, two sides of town, two ends of the same street or two rooms in the same house. Other Forces
As a writer, you can cheat and avoid most of this work, but your story will suffer if you do. Fortunately, you don’t need to figure it out all at once. I recommend that you write out the basic details you have for an area, and flesh it out as more pops in your head. More ideas will come to you as you fill in the blanks for your world. If your hero’s quest will span six full novels to get to the final castle, you don’t need a to-scale blueprint of that place before you write the first book. You can fill it in as you go, as long as everything remains consistent and believable within the context you’ve established with previous details. One last piece of good news: No detail is permanent until you print the book and people buy it. You can always go back and change details of your world as long as you’re careful to avoid contradictions or disparities. In the beginning, you should have at least a few details for the initial setting, the surrounding area, and any areas that factor into the main characters’ backstories. Yes, I realize it’s a ton of work, if you want to do it well. If you don’t want to put forth the effort, perhaps you should do some research on the New York subway and write a story about places that already exist. Leave world building to those who would be gods. Tune in next time for Fantasy 103: Characters. This is the first in a series of articles that describe my thoughts on writing fantasy fiction. I’ve read a few books that claim to teach a person how to write fantasy, and I didn’t like any of them. Each book was a step-by-step spoon-feeding session that used cookie cutter techniques to “teach” a person how to write one specific type of story. I want to discuss considerations more than specific techniques. I want to explore a way of open-ended thinking that I hope will allow you to develop diverse, living fantasy stories. With that said, let’s get to work right away. I’ve broken this discussion into three areas:
In all honesty, these three areas can’t be completely segregated. Each one affects the other two, but we have to organize it somehow and start somewhere. For better or for worse, this is my system. Story Elements (Two from many)A quick Internet search will produce hundreds of documents that discuss all the parts that make a story (theme, mood, tone, conflict, etc.) I’m concerned with only two. The first is plot, which we’ll address in a moment. The second is something that many texts fail to mention, but I’m convinced it is of paramount importance to a fantasy writer. I’m talking about scope. Scope and plot work together to determine how much effort a story will require. You probably have a million ideas running through your mind. Cool fight scenes, sexy babes in distress, horrible monsters, dark caverns, and so much more are flying around inside your skull as you try to get a handle on the story you want to write. Stop. Take a deep breath. Focus. Get a piece of paper and a pen. Concentrate on the basic plot. Don’t worry about names of characters, names of places, the distance between cities, or how many ways your dragons like to cook virgins. There will be a time for as many minute details as you want to generate, but that time is not now. Right now, you need to write a generic, but structured, plot. It will probably read like a stripped-out summary of your story:
This plot isn’t very helpful as a writing tool, but it will help you devise the scope of your story. Does the story take hours, days, weeks, years, or eons to complete? Does it span a single cave, a town, a barony, a kingdom, a world, or a multiverse? Are the main characters peasants, warriors, heroes, nobility, kings, queens, or gods? Do the events of the plot change minor aspects of life for a few people, or is the entire world changed? Perhaps the very fabric of time is altered. Does the story involve one person, a few, many, or armies? These are questions of scope, and they’re essential. The answers to these questions will determine how much work lies ahead of you in terms of world building and character creation. A story that involves a peasant child in a single cave will require less work than a story that has legendary heroes at the heads of armies that battle between parallel planes of existence. A single town is much easier to design than an entire world. A basic plot and a solid understanding of the story’s scope will make it possible to organize and design the rest of the groundwork. We still need to build a world, (or a portion of one,) and we need characters. Tune in next time to read Fantasy 102: World Building
Have you ever heard of a finite state machine (FSM)? It’s a term that gets thrown around when folks discuss mathematical models, digital circuits, or computer science. You’ll also see it occasionally in data networking (EIGRP uses the DUAL FSM to determine favorable routes.) You might be wondering, “What is an FSM?” More likely, you may wonder, “Why is he telling us this?” Perhaps it’s an oversimplification, but an FSM is basically a logical device used to compute results based on a set of conditions. They can be used to program computers to sort through a diverse array of data and arrive at pertinent conclusions or predictions. They’re called finite state machines because any given FSM can accept only the preset conditions it’s designed to consider, and those preset conditions can only be subjected to a limited number of state transitions. I’m talking about it because people sometimes ask me questions like, “How do you come up with your plots? How do you keep character behavior consistent? How do you decide what the characters will do next? How do you keep it all straight?” |
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