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How do you build an intricate fantasy world that holds up to intensive fan interrogation?

The first points I think of are -- what are the stories that let you have such a world?  Since, after all, you can make it as intricate as you like without the fans ever getting wind of it.
Well, you can't be afraid of description.  Teresa Edgerton's The Queen's Necklace has nice examples where the descriptions of the city are given between passages of the plot. Even if your descriptions are more neatly interwoven into the story, you need to give them, to draw in the details of the world. Which means you need at least one thing to draw your readers on in the absence of plot motion -- and this probably means you want an intriguing style, so that people will read on to hear what this engaging narrator has to say, or readerly curiosity about the world.  Susannah Clarke actually got me over a hundred pages into Jonathan Strange & Mr. Norrell by those two.  Also, if info is slotted into the characters' mouths or thoughts, they need motives to tell them -- a college lecture perhaps, or a test they have to take, or a small child showing off what he learned in school.

And that means a plot that allows much of the world to be shown.  Lots of choices here.  There's the classical picaresque one:  a character lopes about the world, seeing this and that and the other thing.  Has some kind of excuse plot, where the plot is chosen to move the character about, and contain the setting like a plain wooden bowl holding the marvelous and magic fruits.  A quest is classic for obvious reasons.  And it helps to have a grand plot with lots of characters -- a great variety, who will see all kinds of things and know all kinds of things -- having points of view to reveal this corner and that one.  An intrigue in court, where the characters are always being influenced by news from outside, even though they never leave, would touch the opposite extreme.

Series, of course, give you even more scope.

But even if you start at that end, there comes a point where you have to fill in the backdrop to stage your intricate plot and cast of thousands.

An intricate world is a tension between two opposite forces.

On one hand, if your world is simply and obviously operated by a few principles -- dominated by the working of elemental magic, or shape-shifting -- there's no room for intricate details.  Fire and water annihilate each other, and so air and earth -- hoohum, I hope there's a good plot because you aint' getting a chapter or two out of that, let alone a book.

On the other, a random jumble of dinosaurs, fire-ball-wielding wizards, and an intriguing city of merchant a la Venice turned up to eleven, is not a world.  It's a jumble.  Like a story, a world needs unity to hang together.  You get something of this effect in The Hobbit where Tolkien, particularly in the beginning, was just writing a sportive children's tale.  The giants whose gambols drove the company to take refuge in the cave?  Never appeared in Middle Earth again.

Some broad strokes principles help unify a world.  It does not, however, have to be something that you can write down in a sentence -- or a word, though it can be.  (Steampunk, say.)  It can be just the feeling that some things work together.  A Mad Scientist with his beautiful daughter, perhaps, and a great exhibition at a World Fair.  You can get the effect by lumping up a whole bunch of bright, sparkling ideas and seeing which ones play nicely together.

One grand rule for an intricate world is that it needs lots of ideas.  Worlds that crystallize about a single concept may be grand for those story purposes, but not for an intricate setting.

This is where your reading comes into play.  Reading lots of history, particularly primary source, both gives a feeling for worlds that hang toegether, and provides inspiration for bright sparkling ideas to enliven the work.

Don't forget fictional history.  An intricate world has some events behind it, driving the foreground; glimpses of the gears hard at work behind the front of the clockwork makes it more convincing.


Part of [livejournal.com profile] bittercon

Worldbuilding with story in mind

Date: 2013-08-31 04:19 am (UTC)
From: [identity profile] ljlee.livejournal.com
Is an intricate world an end to itself, or the means to support good story (or stories)? If the latter, the relationship between story and worldbuilding deserves some thought.

I can think of a several advantages of an intricate world in that it:

1. Supports deeper, longer stories: The world is "filled in" enough that there is potential for more stories. The richer the world, the more there is to tickle the imagination. What's going on in the next country over? What happened 200 years ago when the kingdom was founded? And so on.

2. Gives rise to more conflict: If a world is populated with people and groups with different agendas, problems to solve, places to explore and more, the possible conflicts are going to get more complex and larger in scale. It's going to start feeling cluttered if everything plus the kitchen sink are thrown in willy-nilly, hence the need for coherency (hanging together, as you said) as well as intricacy.

3. Draws in fan interest: When fans are given the tantalizing sense that there's a whole world there to explore, they will respond with more engagement.

That said, if the goal is to tell a good story rather than the worldbuilding itself, it stands to reason that the original goal should be to do just as much or as little worldbuilding as the story demands rather than to go all-out from the first trying to create the next Middle-Earth or Galactic Republic.

In fact, it's worth noting that both these highly intricate worlds started out modestly with sound, expandable core ideas. Arguably the needs of the story, other people's excitement about the world, and rampant commercialization (in the case of Star Wars) drove the expansion of the worlds, for better or for worse.

With the above lessons in mind I think the following principles are workable ones for getting started:

1. Start small. I think it's important not to go overboard at first but to keep the worldbuilding, along with the other areas of labor, to what's necessary for the original project. If it's a single short story, for instance, there's usually no need for an entire planet with countries and a full history and all the major cultures and religions. A city will usually suffice.

2. Hook the audience in. That said, if this is a world you're interested in expanding in the future, there's no need to limit its growth. Leave a hook, some tantalizing bit of information about the world, that hints at a larger world and more possible stories. For The Hobbit it was the One Ring. For Star Wars it was the sense of a broader history and an entire literal universe to explore. Leave some questions dangling to give the sense of a bigger world out there.

3. Keep it coherent. If you're going to expand this world, the last thing you want is a structural flaw that's going to leave it wobbling under its own weight when you make it bigger. Strive for internal consistency--Middle-earth had its languages, Star Wars had the Force and the morality surrounding it.

4. Extrapolate, extrapolate, extrapolate. Your world can be based on fairly simple principles, but you'd better be prepared to take them to their logical/fanciful conclusions. A world solely based on mutual annihilation between four elements is boring and supports very little story; but what if you expanded the elements into four distinct cultures, geographies, and ways of life? And what if these cultures were in conflict with each other and struggling with the idea of worldwide balance? You'd get Avatar: The Last Airbender, a franchise with a rich world where almost an infinite number of stories can and do take place.

The same goes for all areas of worldbuilding. If you want a setting with fairies in the modern world, think about what that would entail. Would fairies become viral video stars? Would they try to stay hidden? Would they be granted equal rights and freedoms if they "came out?" Would everyone believe they exist? What if they're like Tinker Bell and are dying out from disbelief? And so on. Extrapolation is your friend in all areas of worldbuilding, whether expanding a world, drawing in audience interest, or keeping the world hanging together as a coherent whole.

Date: 2013-08-31 07:25 am (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Star Wars 1977 and The Hobbit both had POV characters whose provincialism was important to the plot, and an important part of their character. So we learned about the world -- and it explanded -- as they learned about it.

Date: 2013-08-31 05:32 pm (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Come to think of it, isn't exploring along with the POV character the more common structure in SFF? The other extreme structure might be memoir/storytelling First Person (or Omni), where the narrator blatantly targets a reader who doesn't know the world yet.

Hm, whereas in eg pulp detective stories (and Nancy Drew and Agatha Christie), the world is already known to both reader and detective.
Edited Date: 2013-08-31 05:35 pm (UTC)

Date: 2013-08-31 07:29 pm (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Hm, even Nancy Drew and Perry Mason get a new client briefing them on each particular case,. Or maybe they get invited to the client's estate, which is new to them.

Hm, TOWERS OF TREBIZOND dumps us in media strange res, with "Take my camel, dear". Then it turns out to be memoir hindsight, which tells the reader only what the narrator wants him to know, when the narrator wants it, casually dropping in important facts that the young narrator has known all along.

Date: 2013-09-01 01:47 am (UTC)
From: [identity profile] ljlee.livejournal.com
Yup, it's a classic device. The "rube" protagonist is the skin the audience can slip into and learn as the protagonist learns.

Date: 2013-09-01 05:40 am (UTC)
From: [identity profile] ljlee.livejournal.com
Very true, it works for certain plots but not others. It's a bit of a challenge to work with protagonists who are already comfortable in their setting, but it's doable; e.g. the judicious use of PoVs in A Song of Ice and Fire. I wouldn't say the series is perfect--I stopped after Book 4--but it did a good job of getting a vivid sense of the world across through worldly, knowledgeable characters as well as younger, more innocent ones. I think it works because even characters who are far from naive country boys always have new things to discover about parts of their world, just like us real-life people learn new things when we get outside our comfort zone.

Date: 2013-09-01 07:13 am (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Even if the worldly, knowledgeable characters are not discovering new things about their world, still different ones know different things, and the reader doesn't have to be told everything that any one of them knows. So the author can still show bits of the world in the order she wants to.

Re: Worldbuilding with story in mind

Date: 2013-09-01 05:56 am (UTC)
From: [identity profile] ljlee.livejournal.com
The beauty of Avatar: The Last Airbender is that it takes those questions about the setting and runs with them--there are areas of overlap, mixed cultures, colonialism, cultural superiority, and conflicts including war. The sequel Legend of Korra brought up questions, intentionally or not (hard to tell; the execution in Season 1 was really confusing), of whether the four-nations divide is a good thing at all and whether multiculturalism works as an organizing principle. It's a great example of extrapolation in worldbuilding IMO, where the elements weren't just gimmicks but tied into real issues capable of animating (no pun intended) a rich, full world.

Date: 2013-08-31 06:30 pm (UTC)
ext_13461: Foxes Frolicing (Default)
From: [identity profile] al-zorra.livejournal.com
"On the other, a random jumble of dinosaurs, fire-ball-wielding wizards, and an intriguing city of merchant a la Venice turned up to eleven, is not a world. It's a jumble."

Isn't that what mash-ups are supposed to be, so then, it's all good, and provides something for everyone?

There are an awful lot of these around and more every season, it seems.

Date: 2013-08-31 07:30 pm (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Like Narnia? Or Silverlock's Commonwealth?
Edited Date: 2013-08-31 07:31 pm (UTC)

Date: 2013-08-31 09:43 pm (UTC)
ext_13461: Foxes Frolicing (Default)
From: [identity profile] al-zorra.livejournal.com
I've never read Silverlock -- dislike that sort of thing -- and never read Narnia either -- allegory and particularly religious allegory are not among my interests, and throw me out. Sometimes I read such things when a child, because I lived in a very religious household and there was a lot of it around, and there would be times when there wasn't anything else to read (live on a farm, in the country), so I'd sigh deeply and give 'em another try. They never worked. So I went back again to the encyclopedia.


Date: 2013-09-01 06:48 pm (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Silverlock did worse than Narnia on a sort of xeno-bechdel test. The various figures met Silverlock one at a time; they hardly ever got to talk to each other.

I was going to say it was like nouvelle cuisine, too much white space on the plate, separating the plums. But what did join them was the settings! Rosalind and Natty Bumpo happily living off the land in the same forest! Most of the figures didn't meet each other, but Myers found something deeper that each pair had in common. The Alamo in the style of Beowulf. But of course.

Date: 2013-09-01 09:17 pm (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
I think more flesh and blood Silverlock characters would have unbalanced the delicate ethereal thing Myers was actually doing.

Narnia went downhill from LWW to TLB for similar reasons (though more change about the nations than about the human characters), with HAHB partway down. Narnia as a reality where Father Christmas meets (or barely misses) a fallen Star is quite different than Narnia as a tiny kingdom easily overrun by the Calorman Empire. (Or, if Mrs. Beaver's sewing machine had to be buttressed by a factory somewhere nearby, then the Calormenes could invade with an old growth logging camp.)

Date: 2013-09-02 12:38 am (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Lucius the donkey? Yes --and I thought he DID unbalance the whole thing. New coarse patch in delicate faded old silk. Or at least the whole Lucius section, being longer and heavier (more realistic?) than the earlier parts.

But the Ship of Fools thing, and really the whole rest of the book iirc, had that same problem, for me.

Date: 2013-09-01 06:59 pm (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
I love both Silverlock and Narnia (hm, there's a fanfic). And ftm, Oz jumbled a lot of stuff together, especially in the later books.

But Silverlock and Narnia were trying to do two different things. Silverlock was more what Luthi would call a 'glass bead game', etherialized. Narnia was, well, Narnia, with lots of food and warm furries.

Date: 2013-09-02 12:42 am (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
Still not sure what you meant. But on the one hand, Narnia itself could be a new land on its way to admission to the Commonwealth (like Chicago?). But really, Narnian characters are already from different books, different genres, meeting in Narnia. Well, gated in.

Date: 2013-08-31 09:44 pm (UTC)
ext_13461: Foxes Frolicing (Default)
From: [identity profile] al-zorra.livejournal.com
Mash-ups are disliked by yours truly as much as religious allegory.

Date: 2013-09-01 06:54 pm (UTC)
From: [identity profile] houseboatonstyx.livejournal.com
MPAM improved the original in many ways, imo! As with Lady Bertram, Nazarin used the mummy plot(a good sound one) to tie up many loose ends and generally strengthen the original.

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