Stating the Obvious
07 November, 2006
Last time in Intelligent Design, I discussed the two most common methods of world development in practice today. Although other methods do exist, most world builders agree that inside out and outside in are the two most basic and useful ways to design a new setting. As I stated previously, the best world developers rely on a firm understanding of both of these two approaches to creation, and blend them together as they flesh out their world.
Like building a house, the exact order in which you complete the individual steps of the world building process are often similar, but may vary from one developer to another, or in one world to another. However, also like in building a house, there is a process which must always and invariably come first: laying the foundation. In a house, this foundation is made of stone and concrete, and is laid out smooth and flat; in the world, it is the underlying premise and theme which the world will ascribe to. In both, it is a simple feature, build strong and stead, but with no real feature or definition. The integrity of the entire structure depends on this underlying foundation, and this could be no truer in the foundation of your world.
The key to building a believable and rich world is to begin by identifying a unifying theme. A few years ago, Wizards of the Coast made a challenge to would-be world developers, asking them to submit their ideas in writing in an effort to become the next shared-world for Wizards of the Coast's novels and role-playing games to be set in. Each applicant was required to first and foremost define the core ethos statement for their world. This was defined as "a sentence that describes the core ethos of the world. For example, Forgotten Realms is a world of sword-and-sorcery adventure, where heroes battle monsters with magic." No truer could it be that this core ethos statement is the foundation of all world development. If you do not know what you want to create at this very fundamental level, then your world will never attain a life of its own. The theme of your world (or its "core ethos") ought to be easily summed up in one or two sentences, and should accurately depict both the genre (fantasy, science-fiction, steampunk, etc) and the purpose (epic battles, political intrigue, scientific exploration) of your world.
As in the example provided by Wizards of the Coast, you ought to begin by choosing a name for your setting. Theirs was the Forgotten Realms. Don't worry about what the name is, or means, or even whether it is permanent. You may change the name a thousand times over the next few days, weeks, and months as the world is molded to your view, but having something to call it by is important. If you don't like coming up with names, then give it a unique identifier (World Design #1) or a letter (World A). All that matters is that you come up with some way to refer to your world when discussing things with others.
Once you've decided how to refer to your world, decide the genre that you will set it in. Wizards of the Coast chose fantasy, and then chose to further define it as "sword and sorcery" fantasy. This further definition serves to not only remove some of the bland taste to your world, it also allows you to set a mood. Choose an adjective or two that describes whatever genre you choose. If you choose science fiction as your genre, then you might decide call it a utopian future science-fiction, or a post-apocalyptic science fiction. Both of these terms fit the science-fiction genre, but they have very distinctive moods that better describe the world you are hoping to create.
Finally, explain the purpose of your world. For Wizards of the Coast, the purpose is "where heroes battle monsters with magic." This allows us to immediately identify that the world will be mostly about the magic, and the heroes and heroines that adventure in epic struggles against great monsters and in deep dungeons. Sure, they didn't say all of that, but you can easily infer it just by reading! Choose a purpose for your own world. What will the key players be doing in your world? Why are they there? What are their goals? In our post-apocalyptic science fiction, you might decide to say that "humans wage a war of survival against terrible alien invaders." Sure it's cheesy, but that doesn't matter. What matters is that we know what we want people to do in our world, so that as we develop the rest of the details, we will have a guiding principle.
Once you've got all of these details, you can put it all together. World Design #1 is a post-apocalyptic earth, where humans must wage a war of survival against terrible alien invaders. Write it in big bold letters somewhere near the top of your notes. On every page if you have to. This core ethos statement is the single most important piece of your world, and if you lose track of it at any point in the process, then your entire process may be threatened.
Next time in Intelligent Design, I will teach you where to begin in the rather daunting list of tasks yet to be completed. It all starts with The Master Key.
Labels: Intelligent Design
