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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.”





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 1.(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

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. 2.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.

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). 3.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).

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. 4.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.

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! 5.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.