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Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Tuesday, November 27, 2012

Worldbuilding: Maps

Hi everyone! Good news: I finished NaNo early this year. It energized me with a new story that has been aching to be told for years, an urban fantasy that is very different from the YA high fantasy I typically write. So I stuck it in a drawer until I can come back to it with fresh eyes unclouded by the quantity-over-quality madness that cheerfully defines NaNoWriMo. I'll be back later this week with more notes, finally, but yesterday a conversation on worldbuilding at Magical Words led to the discussion of maps, so I thought I'd talk about that first.

I love drawing maps. It's about all I can draw (hence why I consider myself very fortunate to have artist friends who can do better than I when it comes to character sketches). But I love it.

Passions can wax and wane, but I believe this one will always stay with me. Aside from knowing not to put a searing desert beside a frozen tundra (okay, and being able to describe geological features through the eyes of my characters), this has to be the biggest and best use of my Geography degree.

I've been focused so much on revising and writing lately, especially as I prepare Sign of the Star for submission to agents, but it was nice to remind myself of this. I'll be re-drawing the map of Nem soon to fit all of the changes made to the story since it was first created. I can't wait to get started again.

Map for the webcomic The Dementia of Magic by Nicholas Killewald. © Laura Sheana Taylor.
Map drawn for the land of the webcomic The Dementia of Magic by Nicholas Killewald.
Map drawn for a now-defunct roleplaying game, Lycoria, at Speculative Vision.

Original map of the part of the world where Sign of the Star takes place. I'll be revising this soon.
Map of Takara, a world that hope to one day come back to, but not for some time, because I want to do its stories justice when I do.


Sketch-map for a friend for an abandoned project of his. I like drawing contour lines, can you tell?
So, yeah. Maps are fun. *grins* Back with those previously-promised notes later this week!

Monday, August 13, 2012

I Believe in Magic (ConCarolinas 2012 Writing Panel Notes)

"Literal Meltdown" © 2012 Laura Sheana Taylor. The laptop overheated so much that it melted upon itself, and fried the RAM.

So about those ConCarolinas notes.

Ever experience a dramatic event that throws you off your game? Well, this is what happened to me. Look at the picture above. See that shiny glob of gold splotched onto the RAM? I knew my laptop had an overheating problem. I just hadn't realied how bad it was until it imploded. I joked with friends that my computer had a meltdown, and I thought it was hyperbole. Then my friend Drekian was over at my place for a write-in and killed time waiting for the others to arrive. So he took apart the dead laptop for fun. Turns out, it actually melted down.

Anyway, everything's good again. The universe was nice to me; the night it stopped working, I found an amazing deal at Best Buy to replace the poor pile of sludge. All is well again. I've let it interrupt my blogging rhythm. But now, I'm ready to get back to work!

So without further adieu, here's more notes; and what could be more fitting after all that technology stuff than for us to talk about magic?

* * *

I Believe in Magic
Betty Cross, Faith Hunter, Kalayna Price, Rachel A. Aaron 
Moderator: Stuart Jaffe

There’s a wide-spectrum of what you can do with magic. From Brandon Sanderson’s Mistborn saga (magic is created by ingesting certain bits of metal for certain effects) to [missed example] (“Magic is anything we say”).

Tell us about your magical systems.
-     BC: Falls closer to Brandon Sanderson. Finds amature writers make magical powers unlimited, with lots of Deus ex machina. Superman has to have Kryptonite.
-    FH: Has written two magical systems. Rogue Mage – learning how to use raw energy with the abilities each mage is born with. It’s a gift they have to learn themselves, like a  child teaching themselves to walk. The limits: if you don’t learn it and you overuse it, you explode. Jane Yellowrock – she’s a Skinwalker, which is learned. Jane has the skill but was only taught a bit before losing her teacher. Her new work involves a pre-set system ahead of time. Some people come up with their magical systems first. She does a lot of figuring out how her magic works as she goes.
-    KP: Two different magic systems – Does worldubilding and character-creating at the same time, because the society will determine how the magic is used. Haven: Magic is underground. Grave Witch: everyone knows about magic.
-    RA: Creates magical systems for fun. Her spirit world – everything has a spirit, have to work with those spirits
-    SJ: Difference between external and internal magic. In his world, most of the knowledge is lost. Characters are discovering their powers with the reader.

How much do you find you have to reveal about the magic system?
-    RA: Plots an info map of who knows what. Plotting how much to reveal, misunderstandings about magic, stopping to think about how you reveal the information, means you can do amazing things with tension, who knows what.
-    KP: Establishing what the magic is very quickly is very important, but establishing the full parameters goes through the book. But make rules and *stick* with them. Unless you have a very sound plot reason that changes things, that is plausible.
-    FH: No rules for Rogue Mage, until she made the roleplaying game. Has had to make rules for that. Has learned to create systems and write stories based on that. Likes the revelatory process of discovering the magic as she goes. Plots out a lot of her books, big outlines, so discovering the magic is fun, but then she sticks by the rules.
-    BC: Big on having limits on her magic. Characters explain magic by reference to other magic.

Do you create a bible, a document to make sure you stick to your rules?
-   RA: Stays true to the spirit of the law rather than the letter of the law. Based on a fundamental understanding of the system.
-    FH & KP: create bibles.
-    SJ: Only one rule: if it works, it works.
-    KP: Readers will only suspend disbelief so far
-    RA: If you break a rule, you have to have a good reason.

Creating magic based on myths and folklore:
-    KP: Has twisted bits of folklore based on what her books need
-    SJ: Example: Marion Zimmer Bradley’s Mists of Avalon – blends myth and magic
-    FH: Skinwalker – lots of research into pre-Christian, NA tribal version of skinwalkers.
-    RA: Important to remember, you’re not chained to the folklore. It’s your book.

What about weird stuff for the sake of weird stuff?
-    There is an audience (e.g. China Meiville)
-    SJ: We’re coming out of the 80s and 90s with big thick trilogies, medieval fantasy was really selling, that seemed to be canon. That’s no longer the case.

And what about stepping on the toes, borrowing/stealing other magical systems?
-    BC: It’s okay. Writers do it all the time.
-    FH: With enough twists that a creative mind can put into their own work, don’t worry. Make changes. You can give a plot line or magical system to ten different writers and they’ll go ten different ways.
-    SJ: Everyone’s coming up with new takes. Look at how many different takes there are on vampires.

Can you draw from real magical systems?
 -    Sure, those are great sources for inspirations. E.g. Voodoo, paganism, high magic,
-    KP: If you’re going to use beliefs currently in practice, be respectful.
-    BC: Can be very subtle about it. E.g has system based on Kabbalah

Can you combine sex and magic?
-    FH: No limits for the genre. Fantasy as a genre can become erotica very easily. Depends on what you want to write. Kushiel is very mainstream. But other books can be powerful, terrifying, and off-putting. LKH does it well, even though she’s changed. Do it well, you can stay mainstream; don’t do it well and you can fall into a different group. Sex must forward the plot, not just be titillation.  Otherwise it’s erotica.

Other things to keep in mind: 
-    KP: You can explain less if you can assume the reader is well-versed in a similar magic system.
-    Good to have the good guys screw up. Magic can be a source of humour, be funny.
-    Remember to think of the consequences. You MUST build consequences into your magical system. The magic shapes the story. So the consequences are an integral part. That’s an integral part of the conflict.
-    Any magical system can be used for good. Even necromancy. Any magic can be used any way you want, it just depends on how you build your system.

Wednesday, November 16, 2011

Creating Universes, Building Worlds (SiWC 2011 Notes)

Sorry, folks. I said I'd post my notes from Surrey, but I've been taking my sweet time. I've been a bit busy with NaNo ... among other things. I received a personalized rejection last week, and I'm grateful that the agent took the time to point out what didn't work for her, because it highlighted a few minor issues for me. So I've been doing NaNo *and* editing.

What, me? Overcommitted? I have no idea what you're talking about.

But here's another set of notes! And hopefully I can get some more up this week. But I can't promise anything and I *will* be selfish this month. I'd like to start sending SOTS elsewhere. Besides, I also have 20K left to go on my NaNo.

That being said, here's my notes from the Worldbuilding workshop given by Tor fantasy author A.M. Dellamonica, author of Indigo Springs and Blue Magic. This class is based on a 10-week distance ed course she teaches through the UCLA. Much of the class was spent on exercises, some of which I mention here, but they were fantastic for brainstorming new things and realizing how one little idea can lead to so many more.


Creating Universes, Building Worlds

The basic principles of worldbuilding genrerally apply to all the genres.

Exercise: Dances with Vampires
4 basic vampire rules common to a lot of vampire stories:
-          Sunlight kills them
-          They dink blood (hemovores)
-          They have fangs
-          A stake through the heart will immobilize or kill them
-          Pick one more world law: e.g. they all pine for lost humanity – what would happen?
o   Spray tan / fashion industry so they look more human
o   Take night jobs to be around humans
-          Therefore, the laws of the universe shape the story. It creates the world.
-          My rule: they all seek redemption? Or instead of eternal life, they have limited lifespans? And they have to redeem their souls while drinking blood before the time is up, or be eternally damned? How can they do that? Charity work? Get it out up front.
-          Another idea: Vampirism as a common cold, temporary
 
Now imagine that you’d created vampires from the start. Imagine how differently the opening would be like, if you had to spell all that out? It’s worldbuilding.

With worldbuilding, we’re either changing an existing structure, or introducing something completely new.

Science Fiction
-          Complicated worlds can be hard to communicate
-          Not all of us have an engineering degree
-          We don’t know for sure if the reader knows
-          Dialogue can give backstory and worldbuilding
-          It’s hard to write dialogue without getting closer to character.
-          Even something that seems restrictive can go a variety of different ways.

How do you slip in info without overwhelming the reader?
-          There will always be way more info than you can possibly share.
-          Dialogue is great to slip in the world, especially from what problems people are having
-          Infodumps are tricky, and an exercise in “what can you get away with”.
-          Make the problem relevant to the world.
-          Have something change, so character recognizes something is different.
-          Show it in day-to-day life: how the characters react, what they encounter that is different from our world, as they experience things
-         Tourism: they could go somewhere unusual for them. Because they’re experiencing things for the first time, so does the reader.
-          Mystery: e.g. the character knows/feels something is wrong in the world

How do you deal with similar books coming out that seem they’re too like your book?
-          Finish the damn book anyway.
-          If you sell your book tomorrow, it won’t be published until at least 2 years from now – 2 years will have passed.
-          The likelihood of something being nigh-identical is very low
-          Sometimes, similar work sells
-          Just because you think it’s similar, it might not be. Read the competition.

If writing hard sf, talk to an engineer/scientist to confirm details, or it might not work.
 
Exercise: Build a magic system!
-          You have to eat something to have the power: edible magic!
-          Cumulative poisonous effect (limit on how much you can do to yourselves or others; hard choices)
-          Wizards short-lived, have proxies
-          The holy grail: magic in a non-toxic fashion, cure
-          Subculture of scam antidotes
-          Could be importing magic foods from another society
-          More ingredients = more complexity, more power
-          Vehicle for oppression
-          Stolen partial antidote, loved one w/ addiction, compelling personal reasons, was a guinea pig? Does the bad guy have motivation for stealing it such as trying to get people to stop using it?

Other stuff to keep in mind:
- Magic should always have a cost.
- Any sufficient advanced technology can come off as magic (as per Arthur C. Clarke, I think)
- Fiction is about doing the impossible.
- Next time you think about creating a world, you can create immensely powerful beings, but think about what the costs are.
- Know your target audience.
- You decide the boundaries.
- If blending fantasy and science fiction, think about how the technology interacts with the magic.
- Keep the number of invented words to a minimum. As much as you need, as little as you can get away with.

For further information, check out her Resource Page.

More notes soon, I promise!