Suppose you saw the little #worldbuilding intro post and you're interested in the concept, but have never built a world before. Maybe you've always wanted to write a novel but could never quite get it off the ground. Maybe you've wanted to be a GM for a tabletop RPG but you just could never come up with a good adventure. Or maybe you just want to see how creative you are, and let your imagination go wild.
Where does one begin?
First, let's consider a goal, or a form of presentation or product your world is wrapped up in. How do you want to present your world to an audience? I'll list a few possible forms here, but if you've got others, please comment and I'll add to this list.
Picking the right goal is important, because it's got to be one you've got an interest in, but it's also important to note that some worlds can be best presented in particular forms. Different media can present different challenges, limitations, and benefits for your world. Perhaps you assumed you wanted to write a novel, but on closer inspection, you realize your world might be better presented as a game, or even a film. Maybe you'll see a form you wouldn't have thought of that works best.
Here are some goals you might consider:
Goal: "I want to write a novel."
This is perhaps one of the most common reasons to worldbuild, but it is about the middle of the road as far as challenges and difficulties involved in worldbuilding. Writing a novel allows for great freedom in form, and gives ample room to show off as much of your world as you want. If you intend to self-publish (or not publish at all), your novel can be as long or as short as you like.
Limitations: When writing a novel, the focus is generally on characters and conflict, so you must devise a plot, create character motivations, and, if you want to show off as much of your world as possible, give your characters reasons to adventure and visit far-off places. If you eventually want to publish the novel the traditional way, the average first-timer genre novel needs to be between 80,000-100,000 words (or about 320-400 pages).
Benefits: You are not limited to a first-person point of view unless you'd like to be, and you can jump around in time with flashbacks, zoom over to what the villain is doing (if you have one), and fill out your world with subplots and minor characters.
Goal: "I want to write a short story or short stories."
Short stories are quicker, but not necessarily easier than writing a novel. There are heavier limitations in regards to content, because you must cut out anything and everything needless to keep the word count from ballooning. However, you must still follow many of the requirements of a novel, by involving characters with desires and goals who develop and change during the story.
Limitations: Short stories give little room to explore, so in a single short story, there won't be too much of your world to show off. Think of a short story as a little vignette in your world, and if you want to show off the world some more, you'll have to write multiple short stories.
Benefits: You have a quick completion time, and can give small, but tantalizing details in your world that tease readers into wanting to read more. By writing multiple short stories, you can jump around your world to a greater degree than when writing a novel, since each story stands on its own and requires no cohesion between one and the next (apart from existing in the same world you've created).
Goal: "I want to write an epic poem."
Epic poems are a delightfully fun form of fiction that dispense with many of the limitations of prose, but present unique lyrical challenges in its stead.
Limitations: It's easy to write bad poetry. Novice poets will oftentimes either stick to amateurish couplets, or think they can do anything with freeform. Writing poetry well takes practice and a deep understanding of meter and rhythm, and even freeform poetry, while giving great freedom, doesn't mean you can do anything and have it sound good. Bad freeform is like banging on a keyboard and calling it art; great freeform is jazz.
Benefits: There are fewer restrictions to content than prose, so you don't have to stick with the character-and-conflict model. Beowulf and Paradise Lost are excellent examples of epics with a prose fiction structure, while The Divine Comedy is more like a tour of the world, while the story itself is not much more than a hook to drag the narrator along. You could write an epic purely as a description of your world, or you could write it as an adventure story, or a saga covering multiple generations, or anything in between.
Goal: "I want to create artifacts from my world."
This option is like bringing your world to life in a more direct way than any other option; it brings your world to life in the most tangible way possible. You might create jewelry your inhabitants might wear, or carve wooden toys your world's children might play with.
Limitations: Your artistry or personal skill limits what kind of artifacts you might make. If you can't sew, you can't make clothes your world's inhabitants might wear. You're also limited by particular supplies and what's available now, so you can't make a starship for your sci-fi world.
Benefits: You can combine other media together to make something unique. You might write a journal of a character from your world (like a first-person novel), or you might create an alternate reality game (ARG), such as a geocache game. You might record a song that's a lullaby or worker's song or bard's song of your world.
Goal: "I want to develop a game."
Whether you're making a board game, card game, tabletop RPG, LARP, or even videogame (or anything else I have forgotten), you're in for some very difficult and interesting challenges. But being interactive by nature, it can involve the audience (in this case, players) much more and get them more interested and excited in your world than any other form.
Limitations: Developing a world and a game in tandem requires some serious knowledge on game design, art, and, if you're making a videogame, programming, so this often requires collaboration with others to reach your goal. You're not likely to make a multi-million dollar videogame unless you've got a multi-million dollar budget, so you've got to know your own personal limitations on what's possible to create. Making a physical game is easier, because it eliminates programming from the mix, and making a tabletop RPG or LARP is easiest, because it largely eliminates the need for art (except in guidebooks). However, meshing game mechanics with the theme of a world is a post all on its own.
Benefits: Games allow for freeform adventure, so you don't need to make a linear static plot; instead you can offer your world as a sandbox to play in, and for a tabletop RPG or LARP, most of the plot is improvised by GMs, and you, as the game creator, only need offer some suggested plot hooks. If you are a GM yourself, that's a whole new can of worms, of course. Also, if you're using an established game system and you want to add your world on top of it, you need not worry nearly as much about game design, and focus more on the setting itself, since the game mechanics have been done for you.
Goal: "I want to make a movie."
This one requires a post all on its own, as the challenges and benefits are entirely different than any other form, and they can vary wildly depending on the world you want to create, and the format your film takes. If you're making an animated film, you've got wildly different issues than if you're making a live-action film. The simplest piece of advice is to start small and start realistic, and, like developing a game, don't expect a blockbuster. But don't let that stop you; filmmaking is getting cheaper all the time and making quality films is easier than ever, and will only continue to get easier in the future.
Limitations: For a live-action film, you're limited to your current surroundings, and must make do with those for representing the locations of your world. Finding decent actors can be a challenge, especially those with the patience for a first-time director (and I assume that's what you'd be). For an animated film, you've got to be a great artist or know great artists, but you are far less limited in your setting.
Benefits: All the other goals, from short stories to games, require some imagination on the part of the audience, and you can't quite ever be sure that what's in your head translates well into what the audience imagines. But if you've captured your world the way you want to on film, everyone sees the world exactly the same, and if you're satisfied with the result, there's no guesswork as to how you did in conveying your world to your audience.
Goal: "I want to make a graphic novel or comic." (Courtesy of War)
Making a graphic novel or comic presents many of the challenges of prose literature with the added challenge of creating the artwork. If you have art skills, it is possible to do this alone, but if not, collaboration will be necessary.
Limitations: As with most prose, you are likely to follow the character-and-conflict formula. If you want to publish and print your work, it does cost a bit of money, however online publishing can offer a free alternative. Also, the principles of graphic novel writing are similar to that of screenwriting, so learning appropriate pacing and understanding how to write a good script is essential.
Benefits: Like other visual media like film, you can show precisely what you want and be sure the audience is viewing what you'd like them to view. You also have a range of styles with which to present your world, from having a narrator or adding third person description, to only having dialogue and letting the art serve as description.
Goal: "I don't want to create a product, I just want to create my world."
This, of course, is the easiest of all, because you have no limitations whatsoever, and you can use any tool you like to create your world, you can write things down as you please or draw whatever you want, create a combination of any of the above goals, or none of them. The world is your playground that you get to make any way you like.
The downside is that your world has no cohesive presentation, so if you want to show off your world to someone else, a notebook full of disjointed notes or biographies or endless maps or histories can seem terribly daunting (and possibly boring) to an audience. But that only matters if you want to make your world for someone else. If you want to make your world for you, go nuts and enjoy yourself any way you want!
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What's your goal? Do any of these possibilities intrigue you? Have you thought of other limitations or benefits of these forms? Have you changed you mind on your goal? Have you thought of interesting ways to get around the limitations? Any other forms of presentation you can think of? I'd love to hear some new ways to present a world.
I'd say a comic/graphic novel has become an interesting medium for world building. A much more daunting task because you are really restrained by art and storytelling. My friend during most of his college career worked on a graphic novel of sorts. It never really went anywhere with his access to the supplies to produce a graphic novel were really limited, but it was an interesting goal. I myself have always seen myself writing a novel. A world I've been working on and off on for two years is definitely a novel in my head. The other which has had significantly less of my focus is really unknown in design. I will probably be sharing the second one soon because I think its a pretty interesting concept on what is out there right now, it's just early in its development.
Can't believe I forgot about graphic novels! Thanks, I've added that to the list. Graphic novels are possible even without physical supplies, since you can create quality digital art with free software, if you have the skill. For your second idea, if you're unsure what route to take for it, lay it out, and others can certainly offer ideas on how they'd like to see it made. I've found that some of my worlds search for a while for a medium to present them in before finding a home. I've got one world, for instance, which I considered making a series of short stories, but has changed to become a tabletop RPG. You never know where it might go!
If I want to develop a smaller setting is world building still an appropriate tag? I have an RPG concept that I've been working out for a few years, and I've never been able to really run it. I essentially want to conduct a campaign at what I imagine 'Miskatonic University' looks like in the 50's or 60's. Use essentially the Fate system for magic with some universe specific feats and tweaks, and try to encourage a large variety of roles for the player characters. I've successfully run one good home brewed campaign that was kind of a knock off of 'Sphere,' real deep sea terror and old gods type stuff.
Yes, the "world" in worldbuilding is not necessarily literal. Some sci-fi settings are universe or even multi-universe spanning, while other "worlds" are tiny locations, no more than a town, or even smaller. If we think about something like the Harry Potter universe, you'll find that 99% of the written world exists within the UK, though a couple of other Hogwarts-like academies are mentioned elsewhere, though we never see them. There's more of a hint of the rest of the world than there is an in-depth look. Likewise, the original Warcraft game was purely in Azeroth, just one country, and was greatly expanded in following games, until now World of Warcraft has multiple planets involved. Miskatonic University is a Lovecraft invention, so the overall world I expect you have in mind is Lovecraft's world plus forty or fifty years. If you're expanding or evolving a pre-established world, a lot of the world is already done, and only requires modification to fit your plot or what other ideas you have in mind. Creating more than you expect to use is useful as a "just in case" measure, but is also useful to suggest that bigger things are involved. This is particularly useful in Lovecraft's world, where the point is always that humans are pawns in a much larger game being played out in the cosmos and beyond. So although your main setting might be Miskatonic University itself, and you don't expect to stray from it, don't be afraid to do so when you hit a wall or snag. You can keep your world as small as you like, but the possibilities for expansion are always present. But keeping your world small allows you to go into far more intricate detail in that world than you might otherwise be able to with a larger world. For instance, I have a sci-fi universe-spanning game, and with (so far) 48 named locations, no one location gets too much detail. If you're concentrating on Miskatonic University, you can put in tons of details, from the architecture to class schedules, to faculty, staff, and students... and of course, what deep secrets it's hiding.
First option I'd go for is graphic novel. In that it's the easiest to do, you just need InDesign and Photoshop, and maybe a Wacom tablet. Logistics aside, next option I'd go for would be MMO style games. I've developed small games using tools like gamefroot and Flash, but I'd love to build a hugely immersive sandbox type world. It probably wouldn't be medieval, but instead... surreal, strange. Subversive, gender inversion, challenging stereotypes, visual journeys, flights of fancies, sensory exploration, paintings come to life, dancing on words. Sadly, I lack the programming skills. As for lacking the programming skills, I know there are all sorts of resources online, online classes, I've done web coding, database architecture, XML stuff and so forth. I COULD do it, it's more a matter of it's harder. Much like, english and art and writing and foreign languages were stupidly easy in high school, while math, though I got As and Bs, I had to struggle with. As for the graphic novel: I have the skills. I have the ideas. I have years of notes where I've kept track of graphic novel ideas. I have experience with fine art, illustration, prepress, print design, creative writing, and so forth. The problem is of an ADHD nature. Mind wants to do so much, very hard to pick one thing and stick with it. I tend to need a support structure to help me stick with something, like working on a project with a group of people, taking a class, and those things are currently difficult to find.
Having done some minor editting work for a graphic novel before I can tell you it is pretty hard logistics and all. The amount of work a friend of mine had to go through just to get his work published was nightmarish, but he says he learned invaluable lessons on his first try. I have a bit of knowledge so I'll probably be around to help
Indeed, the publishing side of any venture tends to be more headaches and less fun than the actual worldbuilding and creating the media itself. But going virtual can bypass all that by posting your work on a website like a blog, or in the case of a graphic novel, posting pages on art-hosting sites like deviantArt. I'm releasing a card game as a bunch of printable pdfs on my blog. Sometimes just skipping all the publishing middlemen can save time and frustration, and keeps the hobby enjoyable.
If the support structure is you're big concern, then I hope having #worldbuilding here on Hubski will be helpful in that regard. Posting stuff, getting encouragement and useful criticism, or even collaborating with others on a group-made world might help. Perhaps if you're going the graphic novel route, try out sketches, art styles, formats and layouts, landscape and character drawings, and one-page vignettes to explore and create your world. Offer up that art and ask others what aspects of your world they take an interest in, which might encourage you to pursue new avenues and eventually steer the graphic novel into a new direction you hadn't considered. To use some fantasy cliches, perhaps your intent is to make a graphic novel about the lives of your dwarves, but Hubskiers really like your take on goblins, so you might swap focus to them, for instance. If you want to make a videogame for one of your worlds, you can start on design and art, and if a programmer or two takes a big interest in your world (and there are plenty of programmers on Hubski), they might want to help you on your project. I've got more than one MMO idea myself, but the tough stuff I've yet to learn for programming is the server-side stuff and networking and... basically anything that involves more than one computer. So until then... single-player it is!
All right, because of you and Cedar, I'm starting to get clearer ideas in my mind, and am starting to mock up (in my head, homunculus is doing the work for me) tentative methodologies for exploring said ideas. Thank you. One question I have: Like I mentioned, I have a TON of ideas about world building, graphic novels, novels, short stories, games and the like. Do you see possible risks involved with people submitting content and fleshed out ideas to this tag, with regards to intellectual property, someone mining this tag with the goal of stealing business ideas? Or am I just paranoid?
Good morning! I'm glad to see you're going to go for it, I've got a few ideas that I've been playing with and Craig creating this tag also prompted me to give it a go, even if it is just a much-needed exercise in creativity for me. You don't necessarily have to divulge much about your world if you don't want to, one option is to extract details and make them stand alone when posting / looking for feedback. I would like to point out Andy Weir's The Martian book, he started it by blogging it as he went and so the first version was available completely free online. People asked him if he could make it into an ebook format for easier reading, so he did; people asked if he could put it on kindle as that's easier, so he did; people asked him to make a paper version, so he did; and it became a best seller!
That's a fairly common question, actually, and probably deserves a post of its own. There's no true consensus, because there's always that miniscule chance that some jagoff will steal your work, but my personal philosophy is not to worry and not to care. As far as I'm concerned, the moment I share my world, my world is no longer mine--it's everybody's. I encourage people to play with it, take it, make it their own, make spin-offs and alterations, whatever. It would be high praise to me to see someone take something I've come up with and love it so much they have to do something with it themselves. Imitation is the most sincere form of flattery, as they say. I've never had a bad experience with being stolen from. People have before asked me if they could use something cool I came up with, and I said yes. Others have seen that I've posted similar ideas to theirs, and they've been disappointed that their idea isn't original, and want to change it. There's an instance where someone wanted to be original so badly they actively pushed away from an idea because they saw it elsewhere. Ultimately, I think that's the way a lot of people operate. Most people want to create wholly original stuff. Most people don't want to steal. When I was in high school, I wrote a short story and showed it to my best friend. He loved it so much he wrote a sequel. Then he showed both stories to a friend of his own, and she wrote a third piece to it. That was pretty awesome. I did not think one quick story could get so much attention, and breed so much more creativity. They took the original story and transformed it into something bigger and better. I always wonder why people worry so much about their stuff getting stolen. Don't people realize who awesome it feels?!
Having read your comment, I just realized that I grew up in the heyday of American capitalism, Wall Street heroes, everyone wanting to be rich, tons of popular movies about small town boys making it big on wall street, the American dream, mansions, expensive cars, flashy, wealth glorified. Intellectual property, copyrights, laying claim, possessing, security, investments, portfolio management... Then I saw that fall apart. For a while now I've been noticing the open-source movement gaining more and more traction, skill-sharing, young people growing up in a world in which people share freely, all content is accessible, and these younger people rebel against people who try to monetize greedily. Caught between multiple generations, I am. I am very pro open source and skill-sharing, but the older part in me instantly thinks about profit margins and intellectual property, especially considering I worked for years at law firms specializing in such things. It's a bit confusing.
Ah, the good ol' American Dream. I could philosophize on that for ages. We could turn this into a very different discussion... But to attempt to tackle this in a way that makes a semblance of sense, I'd just say forget about money. Worldbuilding, for me and for most, is a non-profit hobby. You do it for the fun and the joy of doing it, with no expectation of return on investment. The return I get is happiness when I learn someone enjoys something I've created. That's all the profit I need. Once you throw money out of the equation, perspective changes. How does one steal something you freely give? I did start this post by suggesting a goal and a basic "product" to shoot for, but don't let that be the motivating factor, just let that be a guidepost to steer the development of your world. The "product" is always simply a way to share the world you've created, not something to be sold and made money off. Think of worldbuilding as any other hobby, not as a means to an end. One does not go skydiving expecting to have sponsorships from Red Bull and GoPro; one goes skydiving because skydiving is fun. And besides, even if you absolutely do intend to make money off it, many people have made money by sharing freely first. Tarn Adams, creator of the game Dwarf Fortress, gives his always-in-progress game away for free, yet makes a living off donations. But I think of that as a bonus, not the end goal.
Read your entire comment understanding what you were saying about forgetting about profit, do it because you enjoy it. But, being a Wall Street fantasy baby, it just wasn't sinking in. Until the above quote. Then it clicked. Always nice when someone phrases a concept in just the right way that it clicks for you. One does not go skydiving expecting to have sponsorships from Red Bull and GoPro; one goes skydiving because skydiving is fun.