Sunday, December 22Playing God? Playing is for children.

Storytelling

The World of Eos Origin: The Dawn of Dawns
Culture, Original Worlds, Religion, Storytelling, Unnamed Fantasy Setting, Worldbuilding Process

The World of Eos Origin: The Dawn of Dawns

Last time we looked at The World of Eos, we established the first three cities that were formed when humanity was introduced to the world. We named those cities, Eld, Athrea, and Banderlin, and determined both the divinity behind the creation of each civilization, and their general purpose and method for promoting their civilizations. We know at this time the deities are taking a very proactive hand in these cultures. We also have looked into the origins of where the deities come from, how and why humans have been introduced here, as well as what the world has looked like up to now. However, most of that information, the humans will not be privy to, and neither will most readers/players inhabiting the story. We need to overwrite the sci-fi origins with a curtain of mythology, folklore...
Fantasy Ramble: Balancing Unique Content and Generic Expectations
Storytelling, Worldbuilding Topic

Fantasy Ramble: Balancing Unique Content and Generic Expectations

So, when you are designing a fantasy setting, there are two forces that you have to balance. This is giving me trouble with my current setting at the moment: That which is already known and assumed about a fantasy setting, all the genre-based clichés, the tropes, the things people assume are probably true about your setting lacking any other information; and the nuanced details. The things you've put in that are unique, different, twisted, and more your original content. On one hand you don't want to rely too much on assumed generic content. I mean... we're creatives, yes? We are worldbuilders and dreamers of dreams, we want to be seen as original and visionary writers for the most part. Yet if the world is completely separated from what people know and expect, you run into some proble...
The Making of a New World: In The Beginning…
Culture, Original Worlds, Religion, Storytelling, Unnamed Fantasy Setting, Worldbuilding Process

The Making of a New World: In The Beginning…

Today we're further developing the new and original fantasy setting, temporarily called Project FERGUS. We know the genre profile includes Adventure Fantasy, Sword & Sorcery, Ancient Horror. And from last weeks brainstorm, I know that a pantheon of fickle petty gods is something I also want. Also present: an ancient advanced species who are no longer present, or are at least extremely diminished, their secrets forgotten. So in thinking about just HOW advanced they would be, I know I want their tech to be the source of magic. So REALLY advanced. Easily advanced enough to be spacefaring. So I'm thinking of all the magic, the supernatural elements, all explained in at least some ways by this kind of fantastical "science" that is indistinguishable from magic. So lets get into...
The Making of a New World: Genre, Aesthetic, & Tone
Original Worlds, Storytelling, Unnamed Fantasy Setting, Worldbuilding Process, Worldbuilding Topic

The Making of a New World: Genre, Aesthetic, & Tone

Picture a blank piece of paper in front of you; the first page of a thick pad. There is a sharp pencil in your hand with a pristine eraser. These are the first tools of worldbuilding. Thus far I've discussed many techniques and strategies for developing a unique and original world, including what kinds of details are needed to help devise cultures, non-human races, religions, climate, map-making, and other aspects. So now it's time to actually go ahead and put these practices into action. Hopefully I'll be able to get some input from you, my readers, as well, though as the blog is still new I might have to reach out on facebook to get that feedback. So where do we begin? Oftentimes, you may begin with the idea you want to work with andbuild out from that concept, rather than ap...
Breaking-Down the Post-Apocalyptic Journey in 7 Easy Steps
Storytelling, Worldbuilding Topic

Breaking-Down the Post-Apocalyptic Journey in 7 Easy Steps

One of the best ways to prepare yourself to present an idea, especially a fairly major thematic idea like, say, the world-as-we-know-it having ended, is to explore that concept in the various forms it takes. What parts are universal, or at least extremely common? When you have a handle on those elements, you can better adjust them to your own story needs. So today we are exploring the recipe of a fictional Apocalypse, what kinds of considerations you might want to take into account. I've broken down Apocalyptic Stories into 7 Phases. Many stories may use all or some of these elements, or begin at any point in the timeline. Phase 1: The Signs In this phase, the world is presented as we currently know it. Every day life. The beginning of the story is "Every day, this happens..."...
How to Make a Monster Part 5: Divine Enforcers
Monsters, Storytelling, Worldbuilding Process, Worldbuilding Topic

How to Make a Monster Part 5: Divine Enforcers

The foruth and final monstrous archetype is the Divine Enforcer. They are the punishers of transgressions and the keepers of sacred and forbidden places. Sometimes they are the twisted results of previous transgressors, ones the gods have already punished through a monstrous transformation, or they the creation, even the children of those who have transgressed. More than any of the other monster archetypes, Divine Enforcers are often tragic figures. Divine Enforcer Examples: Godzilla, Sekhmet, Bloody Mary, Medusa, Asterion (The Minotaur), Frankenstein's Monster, The Krampus, The Mummy, Lucifer Common Features OriginPunished: A human or being who was perfect/unblemished and was transformed into a monster. Created: Made in a lab or through magical experimentation, then...
How to Make a Monster Part 4: Corrupted Humanity
Storytelling, Worldbuilding Process, Worldbuilding Topic

How to Make a Monster Part 4: Corrupted Humanity

The third Monster Archetype on the list is Corrupted Humanity. These represent the fear of our own internal desires, the fear of betrayal, the fear of good turning to evil, or evil impulses being unleashed by some corrupting influence. The evil is often a combinatio of something from without, and something from within. As one would expect from the name, corrupted humanity is most often something that starts as human, and was changed by that outside influence. The key elements are going to lie in determining the nature of that influence, and what exactly is unleashed, as well as how the human body is then transformed into the monster. Corrupted Humanity Examples: Vampire, Werewolf, Wendigo, Doppelganger, Mr. Hyde, Zombies, Eugene Tooms, Ghosts, The Possessed Dog Soldiers, one of my...
How to Begin an Invented Civilization, and How Far to Detail it.
Culture, Storytelling, Worldbuilding Process

How to Begin an Invented Civilization, and How Far to Detail it.

One of the hardest parts of building a culture from scratch is grasping the scope of the world. How much is necessary? How much serves the story and how much is just wasting time? (I don't think it's ever wasting time to fill out the details, but that's just me.) So to that end, I want to look at three categories based on their level of importance to understanding a culture you've invented. These are the places to start, what details a closer look might reveal, and then the little intimate details that can really breathe life into your portrayal of an original setting. 1: The Foundation Stones These are the things that I think a culture really NEEDS. Without any one of these things, you cannot really grasp the rest. They should be the foundation upon which the rest of your ori...
How to Make an Immersive Scene for your Audience
Storytelling, Worldbuilding Process

How to Make an Immersive Scene for your Audience

The Goal: Setting a scene in such a way that the reader or player feels present in the story. The world of plagues and racism fades away and they brought into the world of the story. A different world, with fake plagues and imaginary racism. There are a number of ways to accomplish this much sought-after effect, but the first and most important thing to know is how much you actually need to do. How much is not enough, and how much is too much? Keep in Mind The audience will meet you halfway. People are generally hugely imaginative. Any given member of audience is likely already a fan of genre fiction, so they already possess a lot of the concepts and images in their mind. You don't need to invent the adventuring tavern, or reimagine what a castle is supposed to look like, or ...