Seventh Sanctum Update 12/11/2013: Poll Results!

First of all thanks to everyone who participated in the poll!. I have to do these more often!

And the results? Well the results surprised me but also point in a clear direction.

First of all, only a bit over 20% of people wanted no social or content features on Seventh Sanctum – but the rest was near-evenly split over “yes” or “not sure” with a slight lean to yes. What was amazingly clear from the comments was that people were worried social media, forums, blogs, and so on would take over the site.

That at first surprised me, because the focus of the site is on generators – until I thought about it and agree, yes, social media and features can change sites and not always for the better. Buttons for social media end up everywhere. Forums can consume a site. A blog can become a giant mess of irrelevant articles.

So your voices were heard. Don’t worry I never intended the site to get like that anyway, but I now understand how people feel even better.

Now when it came to what people wanted to see content and feature-wise, it was very big on two things – tips and info, and user contributions. Message boards came in behind that and other features were more distant, with mailing lists losing out – but more on that later.

So people want information and useful stuff, and maybe some things about what’s going on with the users.

On top of this some people had other generator suggestions, so I may need to run polls like this regularly to get new ideas. Two things to get out of the way:

  • Those of you wanting a way to subscribe to generators by email or RSS feed, I’ve actually experimented with it . . . no promises, but there’s a few fun things I’ve done lately that point at interesting directions.
  • It seems people want the number options back on the generators. I’m considering some ideas (like having the HIGHEST be the default then you can choose less). The biggest challenge ironically is putting them in the new layout.

Now, this all gives me a direction. The site is fine, but more content would be great as long as it’s part of the site and doesn’t predominate, and social tools and interactions are good only in limited ways or when they don’t take over.

So here’s my plan.

  1. The site pretty much stays as is. That’s a given, though obviously I’ll tweak things and add stuff, and of course occasionally redesign it.
  2. I’ll add a subdomain like “zine.seventhsanctum.com” or “stuff.seventhsanctum.com” or something that will be sort of The Library. This will be part of the site that contains archives, information, and so forth. To do this I can probably wrap the Sanctum Bootstrap template around a blog or CMS system and make an ez-to-post archive (if I can’t then we’re back to square one – and my first goal is to keep the site stable).
  3. The “Library” (or whatever I call it) will be where updates, advice, regular columns (like Way With Worlds), and so on are posted. It will allow discussion (via Disqus of course). The feed will display on the front page where the old blog is now.
  4. The “Library” will be specifically for advice, updates, and discussing creativity in the comments. I will also invite other people to contribute so all of you can share your ideas and help each other out. We may also have “open discussions” for people to share sanctum-based works, and so on – so you can see what people are up to.
  5. I may actually implement a mailing list at some point for tighter social discussion – in a nice, unbounded, but not-on-the-site manner. The mailing list was the least popular idea, but I think it’s bounded nature may be worth it for people who want to get social, but I don’t want to radically change the sites.

So I think this fills all requests. The site stays the same. There’s a subdomain for posting advice and guides and discussing creativity – and you out there can get involved. We may have a mailing list for socializing, for people who know each other and want to chat.

What do you think?  Go take the poll!

– Steven Savage

Way With Worlds: Why Worldbuild?

Let's get building that world!

(Previously published at Seventh Sanctum)

Years ago at the end of the 20th century and the start of the 21st I began writing a column on worldbuilding and fiction – Way With Worlds. This was the age when people were suddenly able to get their works on the internet, via websites and journals and email. There was a slow simmer of amateur writers, should-be-pros, would-be-pros, fanficcers, and more. A column on worldbuilding seemed in order.

I’ve always had ambitions to write fiction, had worked on shared-universe newsletters, played RPGs, and more. Worlds were part of what I liked to do, and a good setting, a good living world/universe made things come alive. So I expressed my theories in hope of helping people, to use my knowledge gained over the years, and of course because I’m not overly good at shutting up.

The columns sat online for years when I decided not to continue them, and every now and then someone will read one or mention them to me. Over the years I do less fictional work directly, yet am still involved in worldbuilding when I help friends with games, edit books, and when I run the inspiration site Seventh Sanctum. Of course, I still have plenty of opinions.

Now even more people are writing, and making videos, and self-publishing. So I decided to revisit the columns and rewrite them, expand them, and use what I learned in over a decade.

And the first question is still as burningly relevant as ever? Why Worldbuild?

A Definition Of Worldbuilding

First of all, let’s define worldbuilding here for the sake of discussion and possibly argument. I consider worldbuilding to be the following:

  1. Creating a stable setting . . .
  2. . . . where stories take place in . . .
  3. . . . that is consistent . . .
  4. . . . and works by its rules.

In short, worldbuilding in a way creates something independent of a story (be that story in a comic, novel, game, etc.). It is the setting the story occurs in and has its own rules, principles, and so forth.  In turn the story abides by these rules and doesn’t violate them.

Now most worldbuilding is a continuity between “Its Own Rules” and Whatever “I Want At The Time” where continuities may be altered by whim, for marketing purpose, to update them, and so forth. Mostly when people talk worldbuilding they skew towards an inviolate “Its Own Rules” setting, but I think this rarely reaches 100%, such is the nature of imagination. However, the aspiration towards a consistent world is important because of the benefits . . .

The Benefits of Worldbuilding

So what are the benefits of world building. The ones I’ve found are . . .

A Relatable Setting: A well-designed world that has rules and locations and such that are stable is one people can identify with and enjoy (unless of course they’re not interested in your subject matter). There is the thrill of familiarity, the recognition that histories and principles and side comments are indeed valid, and a strong sense of place. A world that feels real is one that is enjoyed, explored, and remembered.

Preventing Errors: It is extremely easy to start running with an idea and then forget all sorts of details – and quickly make your writing unrelatable, contrived, or incomprehensible. By thinking about (and recording) your world’s information you write a better tale, avoid plot holes, and make a better story.

Find Inspiration: There’s something about a world design that, past a certain critical point, it seems to inspire you to do more. An obscure city mentioned in passing could be explored as part of a new chapter or an entire new tale. Answering unanswered questions can move your narrative forward or even surprise you with new story directions. Just looking over the world you’ve designed may let you free-associate new and inspiring ideas for your stories.

A Bulwark Against Bad Writing: When you know your world you’re less likely to engage in contrivance or doing half-baked stories – because the world itself drives you on, fills in the blanks, and explain what’s going on. When you know that world, the answers are in its constructions, and you avoid the temptation to just slam on a few plot elements.

Avoiding Favoritism: When you take an active hand in worldbuilding, the world’s continuity becomes a large part of your writing This is another bulwark against bad writing – you’ll be less likely to play favorites with a character (the infamous Mary Sue/Gary stu comes to mine), plotline, etc. because you’ll be thinking about the setting and its consistency, not your own biases (well, as much). If for some reason you decide to consciously include something that might break continuity (say not killing a characters as exploring their backstory would be fascinating) then working out how your chosen path works into the world inspires better writing because you have to work within the framework you created.

A Different Form Of Writing: Writing fiction, or a game setting, etc. is one thing. Writing a world up is quite another; and it can be great practice for a different form of writing – that which is more archival and documentarian. Worldbuilding and recording the information requires makes you think about what to write down, how, and so forth. It’s essentially “non fiction writing” about a fictional universe, and can be a useful skill.

An Additional Piece Of Work: I adore books on fictional settings, dictionaries of characters, maps of imaginary realms, and so forth. If the world you build becomes famous – or if you just want to release some work for free – release the documentation of your world. It may be fun, it may inspire others . . . and there’s the chance it may make you some money if your fictional works become popular.

A Contract With Readers: Worldbuilding is a kind of social contract between writer and reader. The writer, by working on a strong continuity, imbues their work with meaning because they are saying there is an element of reality here. The reader, in turn, can trust the author to make a consistent, involving tale because the setting has that element of being thought through. If you’ve ever seen people upset with a bad bit of writing, illogical plot twist, and so forth, you know how strongly people feel about this social contract.

Its Time To Build

As you can see there’s quite a few benefits to worldbuilding; I’m a big advocate of it. I find a well-build setting makes more satisfying work, inspires me, and increases the depth of enjoyment. I find writing and creating one inspires me, makes me works more believable, and provides many advantages.

Now with that being said, onward into the next column . . .

– Steven Savage

Way With Worlds: Views, Lenses, and Your True Main Character

Viewpoint Telescope

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

Writing your world up is one thing. You can take notes, document everything, draw up timelines, and so forth. That’s a matter of technique, imagination and, frankly, your ability to write everything down. Getting yourself to use all those notes? That’s another challenge.

How do you actually bring all this worldbuilding to life?  How do you get the details to live and not sit forgotten on pieces of paper, wikis, and documents?  How do you keep this information in mind?  How do you avoid breaking your own carefully-crafted continuity without turning every bit of writing into a chore of review?

Perspective is my answer, though that now deserves an explanation.

Read more