Why I Wrote It: Worldbuilding Checkup

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

Worldbuilding Checkup” is a strange book in the lineup of the Way With Worlds series. The books consist of two guidebooks and then an ever-expanding set of books on specific subjects. Why, suddenly, have a book that’s all “let’s check on the basics”? Well, that actually tells you something about my methods.

Originally I never intended to do more than six of these books.

The smaller “Worldbooks” as I call them were originally designed to be tie-ins to address subjects I wanted to write more on, and get interest in the core books. To flesh them out I went over the core books, the past columns, and subjects I really wanted to write more on. Out of those notes, I realized that a book on more abstract questions would be useful.

See, a lot of the original six books were deep dives on subjects that really needed more exploration – gods, magic, sex, and so on. But among my notes were a lot of questions that could be asked in the abstract – is your world internally consistent, is your timeline useful to you, and so on. I realized that there should be a book that was just “hey, let’s see if your worldbuilding is working.” Then the notes easily became a full book.

Thus, this slightly odd entry in the series was created.

Somewhere after the first six books were written I realized I was on to something and decided to keep going. I also raised the price as a friend with a marketing background noted people would take them more seriously – and I suddenly sold more. There was a market here (and, strangely, I found sometimes charging more is a service that helps people see that your work is valuable).

So as more and more books were created, I realized this book has a special place.

Maybe you don’t need a deep dive on creating believable methods of reproduction or you don’t care about superheroes. None of my specific subjects interest you because you don’t care or you’ve got a good handle on them. But if you’re wanting just a quick check-in to see “hey am I doing this right” the book has you covered – and it definitely does sell, though not as much as others.

I’ve wondered if maybe I should consider other checkup type books, probably one on record-keeping and saving data. Or maybe it’s a one-off. I don’t know yet, but the joy of writing these books may lead me to a new one eventually.

There’s two lessons here.

The first is that for any kind of specific set of guides or instructions, you may need something more abstract or high-level. It may not be for everyone, but there are probably some people who know enough or want that view.

The second lesson is, well, plans change. Now this book is an odd one in the expanded series – but one that may in time inspire more works . . .

Steven Savage

Why I Wrote It: Food, Culture, and Worldbuilding

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

The third of my “Worldbooks,” my 50 question coaching guides for worldbuilding, was on food. So why did I do this? Oh, I had reasons because I cook, and cooking is a gateway to the rest of the human experience.

Food is far more than food.

Food fuels humanity. It’s vitally important to us, obviously, but because it is so important, we miss how important it is to us. We need food to be fueled, to be healthy, and if you’re aware of how people have battled over diets and how famines affected history, you realize how much food matters. Food must be in your worldbuilding.

Food is about experience. We have sensations we associate with food, we have meanings we attribute to it, we have food that has meaning to us. Food is personal. It is part of your characters and culture.

Food is about history. Humans have been seeking food and how to get more of it for the extent of our existence on earth. We have fought wars to survive, tilled land, found what is edible, and tried new things we thought would kill us. Every meal you have bears the impact of ages. Food is the result of your entire setting’s history.

Food ties into many other things – health, religious symbolism, traditions, and more. Every holiday meal, every religious law about food you follow, is just a sign of how deep food connects to our lives. Food is one of the places in culture where everything very visibly comes together – which is so obvious we miss.

It shocked me there wasn’t more worldbuilding books on food because of these items, but I think it’s because food is an intimate part of our lives, and thus we miss it. We’re too close to it, and thus we miss it.

So I wrote one. I won’t lie, I was looking forward to it because of all those above issues, and because I thought it’d get people to think.

If anything, I could have probably gotten a much larger book out of it. But on reflection, had I made a larger book, it would only appeal to serious foodie writers. Better it be left some coaching questions to let people find their own paths.

A lesson here is that just because something is common doesn’t mean we shouldn’t think about it – the commonality is why a deeper analysis is warranted. You may have a book in mind that seems as if it’s “just common sense,” then it probably needs to be written, if only as a reminder.

Steven Savage

Worldbuilding: The Ecstasy, The Agony, The Stupidity

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

I love worldbuilding, and yet I meet people who hate doing, even resent it. That’s because we forget what worldbuilding is for – our audience and their experiences.

Let me note upfront my obvious biases about worldbuilding, from stories to games. I love doing it, and have for years. I love looking at other worlds people created. I believe there’s psychological value in it. I also have and am writing a ton of books on the subject.

But other people I’ve met resent it. I’ve found they fit into a few categories.

  1. “I want to get to my story” – People don’t want to figure out the exact value of the Frbillian gold ducat of Slenderhome. They have an epic drama to write and none of their characters give a damn.
  2. “I don’t want to get lost” – You can easily got lost in worldbuilding, something I do joyously. You may be good at it and like it a bit too much if you get my drift.
  3. “I’m doing this for my audience” – You’re worldbuilding for the sake of the audience first, not to deliver something, but based on the assumption they expect “X” amount of worldbuilding or hate Y or something. Worldbuilding is part of a larger product.
  4. “I want to be like this person” – Which 90% of the time seems to mean JRR Tolkein. We’re busy trying to emulate other worldbuilders as opposed to asking what we need to do and want to do.

I’m sure some of these apply to you as a whole or in part. Worldbuilding can get onerous – even for someone like myself who loves it. I’ve experienced all of them.

Now how do we address them? Much to the surprise of absolutely no one, I’d like to discuss Agile Methodology. No, stay, this won’t take long.

Anyway, a big thing about Agile is focusing on value of something. You have an audience. They need something, and you figure it out and how to deliver it. Worldbuilding is the same way.

Your audience wants a story or a game – so Worldbuild enough to get the story or the game done.

You need a certain among of worldbuilding – Use this precision to avoid getting lost. Feel free to enjoy it, since you are also part of the audience, but also know when to stop.

Know your audience – Ask who your target audience is and deliver enough worldbuilding for them. If you find yourself with a huge list of different target audiences then you don’t have one in mind. You’ll get lost.

Worldbuilding is about delivering value, and knowing enough to deliver a game or a story or whatever. Keep yourself focused by asking how it serves your larger goal. Even if your goal is a world guide for an RPG, you have to ask what delivers value.

Let me close out with a suggestion if worldbuilding troubles you: Write down your target audience and sort them into no more than three categories. Next, ask yourself what these audiences want and list the top three things. This will give you a guide to how much to do – and not do – and make you think about your audience.

If you can’t answer those questions easily, then you’ve learned even more . . 

Steven Savage