Showing posts with label World Building. Show all posts
Showing posts with label World Building. Show all posts

Friday, September 20, 2013

"Hooking the Reader through World Building" with Sam Graber (part 3)



     Sam Graber is a homeschool graduate and avid reader and writer. He is a college student, and enjoys both playing and arranging music. Sam recently begun a novel titled Korina of Two Worlds, which he hopes to make his first published novel. You can find his author page on Facebook.


     Hey guys. Brian and Alex are both busy this week so I get to step in to give you a few tips on Hooking the Reader through World Building. Today I want to focus specifically on designing an interesting and realistic world, including a little bit about making maps.

 #1: Creating a landscape

     No matter what kind of story you're writing, it's going to be set in some kind of landscape. In a sense, this is similar to Alex's point that the world should reflect the story. In contemporary stories you'll have towns or cities. Often you can find real towns on the map to suit your purposes. Other times, you're creating your own world, so the landscape is up to you. In this case, you'll probably want to take some time to think about what your landscape is going to be like. This is especially important if you're making a map.

     Creating an interesting landscape isn't necessarily essential to a good story, but it can add interest. If you are creating a map, you probably want to make your landscape diverse, or else your map's going to look plain and not very realistic. However, sometimes it can be useful to make a 'plain' map with terrain that wouldn't appear in our world. That way you can draw attention to the world to add interest to the story. Brandon Sanderson does this in the Mistborn books, creating a desolate world where volcanic ashmounts cause ash to rain from the sky. The important thing is, if you're going to make an 'unrealistic' landscape, you'll want to draw attention to it in the story. Otherwise, readers will see your map and assume you were just too lazy to add terrain to it.

     #2: Making your populous realistic
   
     Another thing you'll need to think about for your story is what the populous is like. In particular, I'm going to focus on making your population sizes realistic. This is geared towards people who are building their own world, but it's also important to think about if you're writing in the real world. Are there too many people in the town?

     When creating a world, especially a less advanced world, you have to keep in mind that the cities aren't necessarily going to be the size of New York. The largest cities in the middle ages had populations of a few hundred thousand at the most. London had less than 50,000. Compare this with a present day population of over 8 million for both London and New York! One of the biggest reasons for this difference in population sizes is that farming techniques in the middle ages weren't capable of supporting that many people. If you're creating a medieval world, your population should be somewhere between 30 and 120 people per square mile. The largest city in your kingdom should be something on the order of 15 times the square root of the total population of the kingdom. That's about 15,000 for a kingdom of 1 million, and 47,500 for a kingdom of 10 million. For a more defined formula, as well as other helpful world building details, check out this article on medieval demographics: http://www222.pair.com/sjohn/blueroom/demog.htm.

     #3: Making your battles/wars realistic to the world

     Some of you may not have any major wars in your story, so this may not be relevant to you. For those who do, I want to give you a few tips specifically on making your army sizes realistic. If you have a kingdom with a population of 1 million and a capital of 15,000 people, they're not going to be fighting in a battle with an army of 500,000 men. If they did, the kingdom would experience a severe famine that year and they would probably lose more men to hunger than in battle! In reality, only a very small percent of a kingdom's population is actually going to find its way to the battlefield. Remember, half of the population is women. Unless your world is different, not many of them are going to join the army.

     Lets look at a few of the details. For an average kingdom, about 88% of your population isn't even going to make it to the draft pool for your army. This number is made up of women, men who are too old, boys who are too young, men who are exempt because of their profession, and outlaws who would refuse to serve in the army. Beyond that, only about 10% of your remaining pool (of the 12%) are likely to actually end up in the battle. Some will be unable to fight because of disease. Others will be called away to serve as the kingdom's navy, town watch, border guards, customs agents, bodyguards, garrisons, and camp guards. These men will be a part of the kingdom's military, but they won't actually end up on the battlefield. This leaves us with an estimate of about 1.2% of the kingdom's population on the battlefield. The kingdom with a population of 1 million would only be able to field 12,000 men. Depending on the circumstance, some kingdoms might be able to field more than 1.2% of it's population, but the army size is never going to go beyond 7% without risking a famine in the kingdom. Here's a site with a few more details about army sizes: http://www.writing-world.com/sf/hordes.shtml.


     Well, that concludes our third episode of "Hooking the Reader through World Building". I hope you enjoyed it and got a lot out of it, especially if you're planning to build a world of your own.

Friday, September 13, 2013

"Hooking the Reader through World-Building" with Brian McBride (Part 2)

Brian A. McBride
Brian McBride is a Christian blogger, writer, and published author of a high fantasy novel geared toward the young-adult crowd. He is a musician, artist, and amateur photographer. He has recently started his third "official" novel, which is book three in The Starcrafters' Sagaand is editing book two. He writes fantasy, horror, dystopian, and science fiction of all sorts. You can find him on FacebookTwitterhis blog, and Goodreads.

    Sorry about the delay in today’s post! But welcome to the second post in this sub-series of Hooking the Reader! I hope you all enjoyed Scotty’s post last week!
    This post won’t be very long, but I’ll try to get my point across.
    #1 – Know your world.
    You need to know your world. Especially if you write in a fictional world, where the MC’s goal is to set off on a journey or a quest. You need to know where s/he is going/coming from. This will create a sense of realism that is needed in stories set in fictional worlds. How can you do this?
    Well, I like to draw rough maps to get an idea of where everything is located, which direction my characters would travel, what they might come across on their journey. Be organized.
    Also, know what the landscape is like. If your character ends up in a desert, know what the vegetation will be like, know your character’s physical limitations. If s/he ends up on a beach, know where your beach is. All fantasy worlds should have some realistic base. For instance, most fictional worlds maintain the North, South, East, and West directional markers. I keep these in Paradox as well. Why? Because your readers will know what you are talking about and they won’t spend half their time trying to remember what you said the direction for North was.

    #2 – Know your culture.
    What reader wants to read a book where the culture is a jumbled mess? Yeah, I didn’t think so.
    If you have multiple races (Elves, Dwarves, Wizards for fantasy; Aliens for sci-fi) know what their different cultures are like. Based off of lore and thousands of other stories, Elves are likely to live in forests or near water. Now, you could create your own Elvish culture, but this would create more work on your part. Not that more work is a bad thing. ;) Make sure that you organize your culture accordingly and in an intriguing way.

    #3 – Know your religions.
    If you follow the Go Teen Writers blog, then you probably know that they did a recent post on made-up religions. I’ll try not to plagiarize. ;)
    As with most other worlds, realistically, a world should have a set of diverse religions with their own beliefs, even their own cultures. Know what your different cultures and races believe. Do they believe in nothing? Do they believe in magic? Do they follow a God or some sort of religious leader? Be realistic.


    Well, that’s all I have to rant about today. Hopefully this post isn’t as non-sensical as I think it might be. XP

Monday, September 9, 2013

Monday Memes - September 9, 2013


As we go through this month's theme of world-building, here are some encouraging memes for you to contemplate.


Does your plot contain holes? Better patch 'em up before your plot sinks, dragging you with it!

Friday, September 6, 2013

"Hooking the Reader through World Building," with S. Alex Martin

S. Alex Martin is an author of young adult soft science-fiction, a blogger of writing tips and tricks, and a rising college senior in Pittsburgh. He's written and self-published three hard sci-fi books since 2004, and is finishing the fourth draft of "Embassy," the novel he hopes will become his debut in traditional publishing. You can follow him on his websiteTwitterPinterest, and Facebook.


Welcome to my first post in our newest series, "Hooking the Reader through World Building." Today I'm going to talk about some key elements to your stories' worlds and environments. So stick around and take a few notes!

#1. THE WORLD SHOULD REFLECT THE STORY.

This is the most essential part of world building. You aren't going to set a fantasy novel on a spaceship with laser cannons. You're going to have mountains and vistas and magic and dragons and ugly creatures and dark forests and castles and straw towns. Imagine if "Lord of the Rings" happened in the "Star Wars" universe.

Another aspect to consider is what can the setting do for the story? Think of your main character's goals. Is he trying to run away from something? Is there another world that is better than the one he lives in? How will he get there? Who will he meet along the way? What obstacles will he face?

Incorporate all of these elements into the setting. Marshes, mountains, rivers, graves, deserts, outer space, lack of air in a spaceship, traffic on the interstate...heck, even a flight delay. Make it work for your world.

#2. USE CONCRETE DESCRIPTIONS.

If you want your reader to visualize your world, don't start throwing abstract imagery around and assume your colorful words will paint a picture.

No. Just don't. Please. The key to effective imagery is this: simplicity. Use the words that get the job done -- and nothing more. Don't start bombarding your story with similes and metaphors. I beg you. Sure, it's okay to use one or two. They won't hurt anyone. But if you compare every river to a winding snake, or every building to an elegant monument....it's going to get old FAST. Just say it as it is, and stop.

Then sprinkle on some grander visuals -- but limit them.

As I like to say: "Don't paint. Build." It's fine to paint the main character's personal views to help emphasize what they think, but nature and cities are nature and cities. Make it easy for your reader to see the world by keeping your descriptions SIMPLE. Or, as the heading says, concrete.

#3. KEEP DISTANCES AND TERRAIN REALISTIC.

Who here can trek 1,000 miles in four days on foot? Anybody? No? Well that's a good sign. Now, have you ever read a book where characters walk impossible distances in no time at all? Or, say, cross a city in a few short minutes?

As authors, we need to be wary about relativity. Space and time play a HUGE part in world building. Unless your characters have teleports, or use magic to cross the country, prepare to dig in and figure out a way to fill in the journey.

Leave us with the sense that the characters did more than skip across the city, arm in arm a big smiles pasted on their faces. No, show us some of the jay-walking, brake lights, stop signals, crowded sidewalks, and beeping horns. The tug of the current in the river, the chill of the icy water on our skin, the weight of our waterlogged clothes, the short breaths we make as we try to stay afloat.

This stuff happens in real life, so why would it be so easy in the story?

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That concludes this week's post! Hope you're able to use these tips to develop your story worlds better and pull your readers into the next level of the story. If you liked what you saw, please share this post and leave a comment below!

Until next time,
S. Alex Martin

Friday, August 23, 2013

Character Essentials: "Hooking the Reader through Character Building, Part 4" with S. Alex Martin

S. Alex Martin is an author of young adult soft science-fiction, a blogger of writing tips and tricks, and a rising college senior in Pittsburgh. He's written and self-published three hard sci-fi books since 2004, and is finishing the fourth draft of "Embassy," the novel he hopes will become his debut in traditional publishing. You can follow him on his websiteTwitterPinterest, and Facebook.



Hey everyone, welcome to my last post in this series. Hope you enjoyed Brian's post last week!

Today's post is a bit shorter because I'm going back to college tomorrow, so I've been packing and shopping--all while finishing the fourth draft of my novel, Embassy. Yeah. I've been rushing around all week.

Anyway, I want to look at two specific ways to show how to develop characters: involvement their world, and how they deal with events.

#1. INVOLVEMENT IN THEIR WORLD.

Characters need roles. When the story opens, readers want to know who the characters are. What do they do? What events have shaped them? If you show your characters place in society, the reader will better understand what journey the character is going on and why they are going on it.

This is why it's so crucial to understand character back stories. Some people like to list hobbies and education and favorite foods and colors, etc, before they begin writing the story. Other people (like me) let the characters shape themselves as they write.

Here are examples of a character's  involvement  in different novels:

Robert Langdon is a professor of religious symbology at Harvard University, and is called upon to investigate religious-related happenings in the Vatican and other cities. ("Angels and Demons," by Dan Brown)

Hazel Lancaster is a cancer child who must cope with death, and falls in love with a boy who lost his leg to cancer. ("The Fault in Our Stars," by John Green)

Beatrice Prior is a sixteen year old girl who lives in a world divided into five factions, and the day has come for her to make a choice: stay with her family, or join a new faction. ("Divergent," by Veronica Roth)

You can see how these characters are involved in a world that directly relates to the story. Use that to shape your characters, and then present events that will progress the characters' changes.

#2. DEALING WITH EVENTS.

Characters need to react to their worlds. This means  there need to be events that force the characters to make decisions--and sometimes they won't make the right ones. When necessary, complicate their lives. Make bad things happen. Make good things happen. But let your characters show their true selves in the choices they make, and maybe show how they change through the story.

We'll see three major ways characters act in their worlds: some will be active and seek out challenges. Others will be passive and let things progress as they are. Still, others will be reactive and make choices only as events happen.

Let's take the examples I used above and show how the characters react to the events in their stories. Keep in mind some stories have a mix of the three ways characters act:

ACTIVE: Robert Langdon must track down and stop an Illuminati plot to attack the Catholic Church after the death of the Pope. He must ACT and figure out where the Illuminati will strike, how they'll strike, and do so before the antimatter bomb destroys the Vatican and kills millions of people. (Angels and Demons)

PASSIVE: Hazel Lancaster can't really do much for her condition. She goes to support group, thinks about death a lot, and pretty much lives knowing she will die one day. When she meets Augustus Waters, they both have their jokes and travel together using his "Wish." But their reality always looms over them. (The Fault in Our Stars)

REACTIVE: Beatrice Prior joins a new faction and must react to her world and circumstances. Fights, fear tests, and a dark plot are ever-present. All of this is thrown at her and she must adapt to the situations. (Divergent)

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Well, that's my last post in this series! Brian will be back next week with the final installment of "Hooking the Reader through Character Building."

Have questions? Need clarification? Comment below and I'll reply!

Until next time,
S. Alex Martin