The World And The Story

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

Special thanks to Serdar for inspiring me to write more on my experience’s guts with one of his latest columns.

“Oh no, not another learning experience,” reads many a t-shirt, coffee cup, sticker, and almost assuredly a few tattoos. Writing means one is always learning, and I view every book as a learning experience. My current book, A School of Many Futures, has been exceptionally informative.

My latest finding? I saw how worldbuilding and story could work together – and conflict.

For those unfamiliar with my return to fiction, ASOMF, as I call it, is a sequel to my techno-fantasy novel A Bridge To The Quiet Planet. The first novel was fun – “a romp,” as one person put it – but also my first fiction piece in awhile. I want to keep growing – and ASOMF taught me a valuable lesson about how worlds and stories interact.

ASOMF takes place in a very “built” world – that’s how I operate. It has politics and economics, sorcery and gods, technology and culture. I like worldbuilding, and believe it makes good stories and better authors. But I also know one can go overboard with showing off worldbuilding.

A list of facts and places is not a story in most cases – but that detail matters as it brings the world to life.

ASOMF also involved me diving deeper into making stories compelling – better structure, better flow, and so on. The previous book had pacing issues, and I wanted to keep it snappy and compelling (Knives Out was a major influence). But my story was also hip-deep in detail, giving it meaning, and I didn’t want to follow some common plot structure and lose the heart.

Just because you follow good writing rules doesn’t mean the story is meaningful – but good fiction writing helps people come into your world.

There’s my challenge – and yours in a worldbuilding-heavy story. What fits the world may be hard to put into a compelling story. What fits good storytelling may not reveal the heart of the world.

I realized that the two of them should work together, and neither dominates the other. A few things I can share:

One.  What made a good pace for fiction did not help explore the setting deeper. I added an entire chapter that enriched the story – and got exciting with a few useful storytelling techniques.

Two.  Some parts of the story weren’t compelling. My worldbuilding gave me options to tweak the story to make it more interesting. Changing one minor character’s motivation to another equally likely reason made the story much better – and you only see this character three times.

Three.  Writing-wise, a part of an arc lacked a particular “identity” – there was a lack of emotional resonance. A review of my characters’ viewpoints helped me find a view that made the arc compelling and brought everything into perspective.

Four. A general structure I aimed for was each chapter should have an arc to keep people interested. That meant thinking and rethinking when chapters ended and what was revealed. I had to ask what mattered to start a chapter, what mattered to end it, and what meant something to people.

Good writing and good worldbuilding should support each other. It may mean not showing something in your world as it does nothing. It may be going deeper into your world. But don’t view them as in conflict.

Steven Savage

Creativity, Conspiracy, and Motivation

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

In my previous blog post, I noted conspiracy theorists easily fit into my model of Creative Types. Because various presentations and forms of conspiracy thought fit my model, I think we can think of conspiracy theories as being a kind of pathological creative act. This leads to the question of why people engage in conspiracy theories.

Fortunately, as we’ve heard about incessantly since the media managed to pay attention to the online world, it often comes down to power.

Conspiracy theories give a sense of control.  A conspiracy theory explains a messy world, so you think you know what’s going on. You can bend your creativity towards “explaining” things and giving you that rush.

Conspiracy theories give you a target. Having explained the world, you can then figure who to blame. Of course, these targets are often ones of traditional bigotry, and you can harness creativity to explain why you hate people. One merely has to look at the mental acrobatics people go through to remain racist and sexist to see this in action.

Conspiracy theories make you the hero.  A conspiracy theory means you figured it out, that you are the hero. A conspiracy theory is a sick kind of Isekai power fantasy that runs inside your head. Your ego grabs onto your creative urge and rides it into the bloody sunset because it can make you the protagonist.

Conspiracy theories can give you power. Grifters and would-be grifters flock to conspiracy theories, and if you want to grift, it’s a world rife with targets. Grifters use their creativity to spin more stories, make money, and ensnare their victims. They may even believe their lies after a while, though I’d wager most of them don’t even think in “reality” after awhile.

Conspiracy theories can give you connections.  You meet fellow conspiracists in your endeavors, you share ideas. Such reinforcement feels good, so people do it – especially those alienated or disconnected. If you’ve ever seen conspiracy communities talk, they seem to take pleasure in exchanging ideas – and creating new theories. The social thrill has a “round-robin” writing element.

That’s it. Conspiracy Theories are about power and control, and creativity is damned easy to use to support them. Connecting ideas, finding explanations that fit, etc., are all creative acts. The Conspiracy theorist, from a podcast ranter to a lone person making a connection, is engaged in a creative act – an act of power.

(I’d like to thank David Neiwert and Stephan Lewandowsky, whose work informed my model.)

However, I think focusing only on power and just saying “oh, it’s creative as well” misses something. Creativity is fun, and people enjoy using it. The conspiracy theory world doesn’t only deliver a sense of power, explanation, or money but also offers a creative rush.

Think of all the times you made a piece of art or wrote a paragraph that feels right. Consider the settings you’re making with their crystal-clock clarity or a song you composed that hit all the right notes. It’s a rush, a high, and it’s compelling if not outright addictive.

Now pair that with the power one falsely feels believing in conspiracy theories. One has a sense of power, control, enemies to fight, money to make, and the creative rush on top of it. How many highs is that all at once?

Tell me how addictive that sounds now.

I’ve even wondered if some of the pushers of conspiracy theories and propaganda-as-news are so high on their supply they don’t see the evil they do. Are they lost the same way the rest of us might be in a videogame or a mystery novel? I’m not prepared to forgive those that spread this malice, but I wonder if we might understand it a bit better.

In summary, I think conspiracy theorists and the like are motivated by power and the rush of creativity – of finding the truth and explaining things. To help people out of this, we need to consider both.

Steven Savage

Why I Wrote It: Cities And Worldbuilding

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

Cities and Worldbuilding” was my book to coach writers by asking the right questions about their fictional cities. The reason I wrote it, however, is a mix of practical and personal.

First, the practical: Cities are damned complicated things to write.

Many stories take place in cities. Even when they’re not in cities, they’re city-adjacent, or cities are part of the backstory. Cities are everywhere in our imagined worlds – which makes sense because they’re everywhere in our world.

Because they’re so prominent and because we’re used to them, it’s vital to envision them properly. A poorly-imagined city may make a story or game less believable, breaking the tale’s power for us. When an author constructs a city that “feels wrong,” we know because we know cities by sheer familiarity.

When we try to create believable cities, we also find cities are incredibly complex. They take up space, both rely on and change the environment, and grow like living creatures. Cities both require resources and can churn out products and other resources. Finally, they draw upon, rely on, and change people as well – cities are giant social organizations.

I couldn’t avoid writing a book about cities. In fact . . .

There was a personal factor in this as well. That factor is cities fascinate me.

I’ve lived in many cities with long histories, large and small. I’ve watched them grow and change and occasionally make very frustrating construction choices. When I was looking for a job nationally, I visited many cities across America, each different.

Sometimes I like just walking through a city or town and getting a feel for it.

As I’ve provided career advice before, I also kept up on cities and economic choices. That is a soap opera drama all its own, with battles over zoning, public transport, and more. Sure this was important for my job and to help others, but it was also really neat.

Finally, my fiction works in the past, and my current Avenoth series are city-centric. Fantastical cities also interest me as they take all of the above and let you experience cities in new ways. The economics of magic or the culture of an interplanetary crossroads is the kind of thing that gets my attention.

This book was practical and personal, and thus very enjoyable to write. I hope it helps others as well.

Steven Savage