Why I Wrote It: Superheroes And Worldbuilding

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I have a few oddball books in my “Way With Worlds” collection on worldbuilding, and the Superhero one is one of them. It’s the first book of the series to tackle worldbuilding in a given genre directly, and though it may not be the last like it, it’s one near and dear to me.

I love the superhero genre.

The superhero genre is a meta-genre that combines many other genres, tropes, ideas together in one heady brew that wears a cape. Orphans turned detectives team up with godlike aliens and humans transformed by chemicals to fight sentient gorillas and criminal clowns. It takes a few trope frameworks (people with unusual abilities develop specific identities and roles) within which you can go wild.

I even helped run a shared universe superhero newsletter back in the day. The crew created their own characters in a shared setting, we’d often trade-off, and the result was a four-year-plus series of stories and a giant body of work. It went every direction, yet also was still recognizable as a superhero body of work.

Again, I love the superhero genre. That would have been enough to write a worldbuilding book on it – but there was more.

Superheroes are a genre that deserves more exploration as it is a meta-genre, a wrapper for many familiar characters and story types. Because it allows one to write so many ideas while still using an easy-to-access framework, you can make the bizarre accessible. The Grant Morrison Doom Patrol or the anime Concrete Revolutio are just some examples – the former surrealist, the latter a puzzle-box. In today’s grand age of superhero tales, we have a chance to explore.

I was further motivated by thoughts of new caped horizons and masked adventures. Yet, one other motivation came into play.

We’re so inundated with superhero stories, I wanted to make sure people didn’t fall into tropes old and new, so my book is a small contribution to avoiding that. My superhero worldbuilding guide asks hard questions to help people make believable worlds. Because superhero worlds are often many genres, that means such a worldbook inspires people to think through bizarre possibilities – and make them seem real! To reconcile alien invasions, time travel, cybernetics, and a mild-mannered reporting career pushes one to artistic heights.

So my worldbook was born of a love of the genre, hope for more, and fear of stagnation. A small contribution, perhaps, but a heartfelt one, and one I hope inspires others.

Sometimes the best thing you can do when you love something is to inspire others who love it to go to heights you never imagined. That’s where “Superheroes and Worldbuilding” came from.

Who knows what other genres I could tackle?

Steven Savage

Use Your Art

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

In the end, if we want to use our creativity to promote freedom and such ideas, to connect to truth, we may find ourselves asking if our given art is useful.

We may write erotica, and wonder what that will do politically. We create videogames and think connecting blocks in patterns can’t do anything. How will our art make a difference?

First, don’t discount any value that your art provides. If you entertain if you inspire you do make a difference. I’m sure you can think of times you enjoyed something and it made your life better.

At the same time, don’t count out how a form of art can change the world. Erotica can challenge ideas about sex and gender used to manipulate others. The plots of video games can make us think. A seemingly silly story can conceal subtle truths that are otherwise painful poison.

Also don’t discount the other benefits. Money, fame, influence. Well-made art gives you other tools to influence the world. You may change the world not via your art, but via what your art brings you.

Besides, every piece of art you make means you get better at it, and may lead you to other projects more prone to your political goals.

But you may find, now or with practice you can use your art to do directly political things.

Can you write? Editorial columns and social media may be your thing.

Video editing can create documentaries and confound tyrants on social media.

Graphic design can craft websites to get out messages.

And, of course, we all know the power a good performance can bring.

So don’t feel your art is useless. It may bring comfort and joy. It may bring riches and fame you can use. FInally, it may be easy to repurpose to do other things.

You just have to find which way to use it. But you’re a creative – never stop until you dream up the way to turn that power to change the world.

Steven Savage

Thou, the Creator

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I recently heard a question that led me to understand one of the most significant drivers of creativity.

That question was, “What would your seventeen-year-old self think of you now?

My seventeen-year-old self would be reasonably happy as I had fulfilled many of my youthful dreams, at least partially. I had worked in video games, even if I found it wasn’t for me. I had and continue to be a published writer, even if it’s self-published. I am in a happy relationship, though I have one amicable divorce under my belt. I had done pretty decently.

But that made me realize that many of my dreams were creative dreams, and what had helped me reach them in part was that I had held on to some of my youthful desires to be a given kind of person. I was the writer, the game professional, involved in IT, and so on. I had held on to the dream of being a certain kind of person, even if the hope slept for years.

That’s when I realized a core driver of creativity is identity. When you identify as something, you become that thing – if not in whole in part, if not as a burning hot dream, then a warm reality. Some youthful identities had never left me, and thus I became them, and my further readings on productivity have confirmed that.

When I looked around at successful creatives I knew, it was almost always the same – each person dedicated to being a certain someone. A documentarian who could write with lightning speed scribed books faster than anyone. A creative idolizing people like Kubrik and punk rockers who could always find a new boundary to walk across into wild art. A cosplayer who constantly created as it was simply them.

And me, a person who wanted to be a writer as a kid who just kept writing, an IT geek that did it as he liked it who ended up in Silicon Valley. All that was just me being me.

Identity drives us. It is that which we are and must be, and nothing stops us because it is us. A failure may interrupt us, a crisis may mean a delay, but we surge ever forward because it’s what we do.

Identity keeps us from distraction. When you have a choice between things, your identity helps make the decisions, minimizing distractions. Even when there is chaos and crisis, that identity helps you go around the distractions when you can. Perhaps in crisis, you even find your identity drives you to a solution.

Identity channels our energies.  It is the lens that focuses the light of our adrenaline and power and fear and hope. It tells our energies where to go, and from that, great things can result.

A person who knows “I am this” is powerful as they are something, even if they are not the best form of it – or the best form of it yet.

For you out there, the creative, find your identity, hold to it, act on it. That’s your skeleton key to life, to unlock what you want to do. I am not saying it is easy or without pain – not at all. I am saying it is what will help you make art, and music, and books, and cosplay, and more.

Let me leave you with something that helped me. Write down everything you want to be/think you are – and keep it positive. Out of these, find seven or less – even if you have to drop some that seem little relevant, consolidate others, or even make hard admissions to yourself. Find what speaks to you.

Now ask, if these are who you are and will be . . . what do you do next?

Keep asking that question whenever you need to. Eventually, your seventeen-year-old self may be quite impressed – or you’ll find they already are.

Steven Savage