Way With Worlds – Disaster Response

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It’s out! Disaster Response and Worldbuilding, the fourth and probably last book in my mini-miniseries on disasters and worldbuilding! The 22nd book in the series and the 19th minibook!

This represents something that was new to the Way With Worlds series – specific, connected theming on consecutive books. It just kind of happened, and then . . well I ended up with four books. Go figure.

This mini-miniseries is also one I’m proud of. Between grounded cargo ships, covid, climate change, and more I’m pretty sure even more writers are thinking about incorporating disasters into their writing. In turn, that means I want to be there to gently prod them with “have you asked these questions?”

They’re not “of the time,” but inspired by the time. Which means I expect them to have the same value as other books down the road, but I will gladly admit the inspiration.

So what’s next is at least one more book in the series, then probably a pause. At 20 small books and 2 large ones I’ve got to consider things like compendiums, second editions, and even moving the minibooks to print.

But this mini-miniseries is one I’m proud of. Maybe once I decide on next steps others may come . . .

Steven Savage

Shock The Creator

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

There are two areas of practice where I say, “if something doesn’t shock you, you’re not doing it right.”  One is spiritual practice, and the other is worldbuilding.  Today, I’ll focus on the latter, if only to save you from me discussing psychology and minutae of Taoist breathing exercises.

Every author brings themselves to their worldbuilding because there’s no one else to bring.  Even if authors think they’re expanding on ideas created by someone else (such as the way Richard Florida influenced me), that’s not true.  Writing about someone else’s ideas means you’re writing about your idea of their idea.  The author (you) is inseparable from worldbuilding.

The problem with bringing ourselves into worldbuilding is we may quash our imaginations.  We come with our preconceptions about people, politics, history, and our inspirations.  When our creativity takes us “off script,” it’s too easy to force our way back onto the expected path.

I think we do this because when you worldbuild, you ask questions – I should know, I write worldbuilding books that are just questions.  The problem with asking questions is you’re going to get answers, and you won’t always like them.  Worldbuilding means thinking about big issues that can lead to uncomfortable conclusions about ourselves, our creations, and the real world.

I’d say when that happens, good because worldbuilding should shock you.  When thinking about politics, gods, science, or whatever your mind will go places.  You should be surprised by some of your conclusions because you’re thinking very big picture – in a way the biggest picture.  That shock is a sign you’ve challenged yourself, which might be good.

I’m not saying every disturbing thing that comes to mind is a good idea in your worldbuilding.  Not everything shocking is true, despite what many Internet Reply People think.  But those ideas came from inside of you while you work on a very intimate process – something is going on there you want to explore.  The fact it surprised you may well mean there was real inspiration there.

For myself, I can point right at my Avenoth novels, which are very political in their own way.  This post-post-apocalyptic fantasy series contains some of my politics and feelings about society.  It would take a lot to detail here, but suffice to say the core idea is “any survivable society is scaled, interconnected, and has people consciously keeping it running.”

But there was an unpleasant dark side that shocked me – and that I kept.  This society survived a massive world war that killed three-quarters of the population.  It is a society that also had “warrior lodges” and “monster hunters” that were designed to parody fantasy tropes.  Finally, the great devastating war ended with a massive, murderous military action committed by a loose alliance that was tired of fifty years of death.

This peaceful society came out of bloody history and built peace.  But it had to cope with violence.

Thus violence was recognized and ritualized.  Warrior Lodges became mixtures of mercenaries and sports teams (it’s easy to arrest someone when you’re on a trading card).  Some professions were trained and allowed to use violence and weapons if needed, such as the relic-hunting pair of Marigold and Scintilla.  Government agencies subsumed monster hunting orders, embodied by the warhorse character Briar.  It was a society that didn’t avoid violence so much as channel it.

I found this disturbing at first because my creation normalized violence.  Watching people beat each other up with fancy weapons to place bets?  Weird orders that recruited traumatized people into their ranks is considered normal?  Disturbing, yet these elements rang true, and I kept them – and probably learned more about myself and societies.

These elements were not just good worldbuilding, they added to the story.  Marigold and Scintilla were disgusted with the old orders because someone had tried to recruit them.  Students of the pair sported badges on their robes denoting their favorite Warrior Lodges.  Complex regulations about weapon use came to the fore so Scintilla and Briar could ignore them.

I was shocked.  My worldbuilding was better for it.

So next time you’re busy creating a new world, watch for those moments you surprise yourself unpleasantly.  A bolt from the blue may have struck you, and once you stop reeling, odds are you’ve found something worth keeping.

Steven Savage

Those Important Days In Our Stories

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

I was discussing Serdar’s upcoming worldbuilding-intense novel Unmortal.  It’s a setting with many stories, but his philosophy is one novel a setting, so he told the most important story to tell.  I commented offhandedly, “In a 1000 years find the most important day.”

What story do you tell in a world is a powerful question.

We usually build worlds for a reason because we have some idea of what story to tell.  But if you’re a heavy worldbuilder (like myself), questions arise as you write the first story or plot the next.  You have to ask “what is the story worth telling?”

Without spoiling my plans, my Avenoth novels originally focused on college students and faculty in a techno-mystical world.  Without spoiling my plans, my initial plot was not as interesting as asking how did we get here.  In a way, I ended up writing prequels to a novel that may never be – exploring what kind of people teach in a world of internet-using gods and mystic technology.

The second novel, “A School of Many Futures,” was a similar experience.  Originally the story was a mix of murder mystery and parody of conventions and trade shows.  It would see my collection of hyper-competent but oddball heroes try to shepherd a group of students through rolling chaos at a giant convention.  It was amusing, but the story was just “an idea,” and it didn’t have reason to exist.

As two of the characters are freelance teachers, the notes that became “A School of Many Futures” fit far better.  It fit my themes, fit the characters, and let me further explore the themes mentioned above.  It also fit my greater goals of deconstruction, and it was a pleasure to take on the “magical school adventure” trope.

What about my unused ideas?  My extensive notes have been used in a world guide for readers and may be used in an RPG.  Avenoth is a large setting that plays with tropes – perfect for a game.  Your unused ideas may find similar life in other places.

As writers, we must remember our audience only has so much time, and we have so much time to write.  Asking “what is the story worth telling?” is a question we can’t avoid.

Steven Savage