rachelmanija (
rachelmanija) wrote2012-06-19 07:32 am
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Entry tags:
Worldbuilding
Riffing on Sherwood's worldbuilding article and the linked Lev Grossman's suggestion of things fantasy novels should do more often...
...what little details, to you, make good worldbuilding? What makes worldbuilding unbelievable?
For the purposes of this question, by "good worldbuilding," I mean "interesting, and also consistent and believable within the parameters set up by the book itself."
("I can't believe in giant bugs because they break the square-cube law" is more a comment about the reader than about the plausibility of the specific giant bugs in any given fantasy novel. I'd believe in the bugs if they're in an environment where they could plausibly have something to eat when they don't have hobbit, or if it's explained that they were created by someone and then released just to harass the questers.)
One of the things which makes worldbuilding believable to me, in certain settings, is inconsistency. I don't believe in one planet with a single culture. In many settings, I find it implausible for a town to have a single culture. Often a mixture of levels of technology is much more believable and likely than, say, everything being done by sophisticated nanotech.
Along similar lines, I like extraneous elements (bricolage) without plot relevance, and things going wrong. If it's a rural or wilderness setting, there should be bugs, animals, and birds. Machinery should break down. Plans shouldn't work perfectly. People should screw up. The only item I really liked on Lev Grossman's list, which appears to be exclusively based on a perusal of epic fantasy from the 1980s, is people forgetting to do things. (My issue with his list: many items would not improve a book, but merely be blinking "I'm so smart and meta!" lights, and most of the rest are things which are already a matter of course since the eighties.)
I don't need to see peeing (please! my vote is for less bodily waste on-page, not more) but I do like to know if this is a society with or without indoor plumbing. On that note, I would like to see more low-tech societies with comparatively high sophistication. Low-tech does not necessarily mean disgusting and sordid. Mohenjo-daro had indoor plumbing.
Also, food is very telling. I don't think I have ever believed in a society where everyone eats protein pills or mystery mush every day. Hardscrabble societies are just as likely to evolve clever means of making whatever they have tasty as they do of despairingly mashing the one tuber that still grows after the apocalypse. A lot of Chinese cuisine, for instance, is clearly derived from people who really needed to investigate the edibility of absolutely everything... and then made it delicious.
...what little details, to you, make good worldbuilding? What makes worldbuilding unbelievable?
For the purposes of this question, by "good worldbuilding," I mean "interesting, and also consistent and believable within the parameters set up by the book itself."
("I can't believe in giant bugs because they break the square-cube law" is more a comment about the reader than about the plausibility of the specific giant bugs in any given fantasy novel. I'd believe in the bugs if they're in an environment where they could plausibly have something to eat when they don't have hobbit, or if it's explained that they were created by someone and then released just to harass the questers.)
One of the things which makes worldbuilding believable to me, in certain settings, is inconsistency. I don't believe in one planet with a single culture. In many settings, I find it implausible for a town to have a single culture. Often a mixture of levels of technology is much more believable and likely than, say, everything being done by sophisticated nanotech.
Along similar lines, I like extraneous elements (bricolage) without plot relevance, and things going wrong. If it's a rural or wilderness setting, there should be bugs, animals, and birds. Machinery should break down. Plans shouldn't work perfectly. People should screw up. The only item I really liked on Lev Grossman's list, which appears to be exclusively based on a perusal of epic fantasy from the 1980s, is people forgetting to do things. (My issue with his list: many items would not improve a book, but merely be blinking "I'm so smart and meta!" lights, and most of the rest are things which are already a matter of course since the eighties.)
I don't need to see peeing (please! my vote is for less bodily waste on-page, not more) but I do like to know if this is a society with or without indoor plumbing. On that note, I would like to see more low-tech societies with comparatively high sophistication. Low-tech does not necessarily mean disgusting and sordid. Mohenjo-daro had indoor plumbing.
Also, food is very telling. I don't think I have ever believed in a society where everyone eats protein pills or mystery mush every day. Hardscrabble societies are just as likely to evolve clever means of making whatever they have tasty as they do of despairingly mashing the one tuber that still grows after the apocalypse. A lot of Chinese cuisine, for instance, is clearly derived from people who really needed to investigate the edibility of absolutely everything... and then made it delicious.
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Monoculture does not actually bother me much in sci-fi, but in fantasy it can get grating quickly.
I think there's a fine line, when world-building and writing sf/f, between social criticism and polemics. I'm bored without the former; I can't take the latter seriously.
I also vote for less bodily fluids, but I take more issue with masturbating scenes than urinating ones. Seriously, guys, if I never read another jerking-off scene in my life (outside of erotica), I'll be okay. I promise.
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i could swear there was another this year, but i may have blocked it from my memory.