
By William L. Hahn
There are only two mistakes you can make with world-building in your genre fiction tale. Believing you can’t do it is the first, and the second is betting that you don’t have to.
As a lifelong fan of epic fantasy (and a history teacher here in the Alleged Real World) it’s fair to say I’m addicted to world-building. I’m that geek from your middle school class who had already read The Silmarillion! And whenever I’ve come away from a book thinking something between “meh” and “dear Lord, how awful”, it’s too often because the world was so poorly built. We’ve all read them, in every genre.
And that’s what you fear, isn’t it? That you’ll somehow screw it up? Which leads directly to the second mistake. Nobody drives to where they need to go by refusing to take the wheel. World-building is utterly mandatory for any work of fiction—even for autobiography and memoir—and refusal to recognize that is only going to steer your car closer to the cliff.
So, hands at ten and two, people, grab the wheel: here are six quick lessons about world-building to keep your britches between the ditches. And thus endeth the transportation metaphors, one hopes.
These ideas are drawn from my web series on Sneaky World-Building, in which I use outside examples and recommend writing exercises to clarify your cleverness. Here, just the highlights.
The Why: Because Readers Are Illogical and Impatient
Readers plunk down cold hard cash every day to read fiction books. You’re hoping they spend some on yours. Why do they do it? Not to learn about the life they’re already living, the world they’re in now, that’s for sure. To escape, to be taken—by you—elsewhere-or-when.
And here’s the thing—
Readers want to be in this other world, but they have no intention of learning about it.
Ridiculous, right? Readers are unreasonable! But face it, they have numerous alternatives in video and audio, all much easier than reading. These days, the only place you hear about someone curling up before the fire for hours with a good book is in a book. Probably written by one of us…
They’re not your students. They won’t sit there and memorize stuff for the quiz on Friday.
Picture instead the pushy American tourist, fresh off the boat and ready to enjoy himself. Just like the reader, he’s paid his money, and now he wants to be entertained, dazzled, getting all the feels. But brochures, background material, history lessons? Absolutely not. You have to think like a tour guide. Entice, tease, gently point the way. Show them the world.
And you can’t take forever, either. Readers, like tourists, tend to assume things are the same in your tale as they were “back home”. (Which is dumb, because they’re insisting you give them escape.) But the default setting is “real world” and if you don’t warn them, they’ll assume it.
To Sum Up, We’ve Got a Problem with World-Building
- If you don’t explain what’s different or special about your world, readers will complain when they realize their default setting was wrong, and blame it on your poor writing.
- If you do explain it right away, the readers’ energy starts to burn out—I call it the Patience Horizon—and there will come an hour when they’re “out of gas”, put your book down and never pick it back up again. And blame it on your poor writing.
Like I said, ungrateful wretches. But what good is a righteous snit going to do you when your sequel comes out and no one buys?
Did you just feel a chill? I felt a chill.
But be of good cheer. You must build the world for the reader, and you can.
You just have to be sneaky.
The What: But, But, I Found Out All This Stuff!
One of the biggest problems an author has with world-building is finding what to cut out. If you’ve written a fantasy, or horror, or murder mystery, you are without question the world’s leading authority on that particular world. Some of it overlaps with the Alleged Real one, but depending on the genre maybe not much. There’s so much more, like the existence of monsters or immortals, or future-tech, gods, time-travel. Even in literary fiction there’s a world to be explored, usually inside the minds of the main characters.
And you’ve learned more about those things than anyone else alive. Tons of stuff! It’s great, it warms your cockles just to think of it. In short, you love your world and everything you’ve learned about it.
But does the reader need to know? All of it?
I offer a few quick writing exercises on my site to help get at this point. Make a quick list of five or ten things about your world that are not the same as “here and now”: those would be to the left of this figure. Now, think about whether they are all north of the red line. Does the reader really need to know these things? Or are you just in love with them because you found them out?
This can be painful but remember, love never leads you wrong. There are blog posts, story seeds, flash fiction ideas, and of course, the next tale to put these ideas in (the ones that lie south of the red line). Delete nothing. Just Cut and Move.
Realizing there are things you know about your world, but don’t have to tell the reader, is the first and maybe the hardest step in world-building.
The How, When and Where: Art of Camouflage
The next three tips are so closely related you could tackle them in any order. But if you’ve learned that first lesson, how to hold back on some of what you know, you’ll be in great shape for this.
World-building belongs in your tale:
- How– as it pertains to the character or plot. This is the art of linking history, detailed knowledge, customs and habits exactly where your world differs from ours, not simply dumping an encyclopedia of All Things My Place before their tiring eyes. If the reader would go off the rails without that info, it needs to be there before “the next thing” happens.
- When– you can give just a little bit. Study the action to determine exactly what the reader needs to know first, then second, and so on. After ruthlessly cutting out some of what you know (“But I loooove it!”), you also must decide which information makes the starting team (and comes in earlier). Realize, though, the strength of this idea- putting in just the precise idea, notion, or hint of something different about your world setting not only entices the reader instead of boring them, it also conveys the notion that you, the author, know what you’re about. In my opinion, interest and trust are the primary ingredients in the Suspension of Disbelief.
- Where– the world-building stands in the midst of something else that’s happening. Action scenes can add drama to a passage of memory, the way magic works can be shown in the consequences a mage suffers casting a difficult spell in combat. Try to always have something else going on.
The Two-Sentence Rule
In the writing exercises, I recommend steps to prioritize your list of must-show world building items and help find their proper place in your tale. World-building is not a substitute for “B”, as when you know “A” and “C” but can’t quite figure what to put between them.
In fact, I recommend the Two-Sentence Rule, which is so cool and useful I made it up.
In brief, one sentence of overt world-building, you can probably get away with. But at two full sentences or more, not directly connected to what’s happening or what one of your characters is feeling? Then your tale is headed into danger.
The Who: THEY Need to Know Too!
If you’ve been nodding your head while reading this, it could be sleepiness: I recommend caffeine. But if you’ve been nodding in agreement, that’s great and I bet you could see where the last lesson takes you. Many writers, in my opinion, have a good sense of who should be doing the talking, or thinking, when it’s time to slip some world-building past the readers’ unsuspecting eyes.
It would not be worth mentioning if it weren’t so crucial. The true omniscient third-person voice is a rarity these days (I think it’s one of the hardest): most genre fiction writers realize the tremendous advantages inherent in selecting a more personal point of view. First and second person speak for themselves (Genius! I kill myself), but the sympathetic third person–-the one so many tales are written in today—confronts you with a choice as author. Which of your characters should be the vehicle you use to bring your world to the reader?
The main character will often be the right answer. But always? What about some part of world-building that he or she should stay unaware of, some secret plan of the enemy or a fact that reveals whodunit.
On the other hand, I’ve read plenty of tales where the author changed point of view too often, “head-hopping” through the entire cast as if from a sense of duty, and giving us a two-sentence flash of how everybody’s feeling. Worshiping at the altar of Tell, instead of having one person scan the room and pick up on the signs that give us the same knowledge.
For Your Consideration: The Man Who Knew Too Little
Ponder the advantages of an ignorant narrator. When you tell the tale from the eyes of the newcomer, the alien, that Doctor Watson-type who sees it but somehow never gets it, then the reader has a companion. The ignorance of your character can create empathy, and even a kind of competition as the reader figures things out better than your vehicle. And people who don’t know things create more natural situations for folks to tell them without ringing the alarm bell (Warning! Author Teaching Something! Abandon Book! All Eyes Abandon Book, This is Not a Drill!).
You can even get into the head of your antagonist. Whatever he or she is thinking, wanting, planning, the reader will (hopefully) start to pull against that. But you can also consider the sidekick, best friend, an authority figure or facilitator as useful mouthpieces for that little jot of world-view. I’ve had great success with “one shot” narrators, who take a chapter of my book and encounter a major character through new eyes. Sometimes they’re more successful than I planned. I’ve written one or two short stories I never thought I would, because readers said “wow, I can’t wait to see him again!”
Pushing Back the Patience Horizon
That’s one sign of a reader who is invested in your world, and thus of your success in telling the tale. They want to know more, they actually nudge you back toward its corners to bring them additional details. Congratulations, you’ve found another member of your tribe, the kind of reader we all treasure, who will run out to the Patience Horizon and hold up that sun from setting with both hands.
And they’ll insist, you never taught them a solitary thing. You little sneak!
by William L. Hahn (@Alaetar) March 24, 2019
What about you, scriveners?
Did you finish your first draft only to discover a three-paragraph discussion of family history between the boy pleading “Marry me” and the girl scoffing “Never”? How did your hero’s walk in the woods somehow become a tangled discussion of the various poison-bearing flora and fauna he came so close to encountering? Did you let a distant cousin spill the murderer’s secret in conversation, because “it was her turn to speak”? Let us know about your world-building tragedies and triumphs.
William L. Hahn serves as Chronicler for the Tales of the Lands of Hope, an epic fantasy setting with a lifetime of adventure in it. You can start to experience the Lands alongside an ignorant narrator (of sorts) in Judgement’s Tale, or embark on a separate adventure years later and leagues away with the Shards of Light series, beginning with The Ring and the Flag.
Will has recently turned his hand, or mouth, to narrating his own tales and gives DIY advice about audiobooks, world-building, Classics You’ve Never Read and other writerly topics on his website. Check out the two-minute video describing his life!
Will lives and works from his home in Delaware, together with a wife more lovely than he can describe, a daughter more miraculous than she knows, and cats more numerous than you would readily believe.
BOOK OF THE WEEK
Judgement’s Tale
Judgement’s Tale
For twenty centuries the Lands of Hope prospered from their Heroes’ peace, but suffer now from their absence. Chaos slowly grows in the central kingdom of the Lands of Hope known as the Percentalion. Worse yet, the liche Wolga Vrule plots escape from his extra-worldly prison to unleash a tide of undeath, and enlists the Earth Demon Kog, who ruled the Percentalion millennia ago, as an uneasy ally.
On the western coast of the Lands of Hope, Solemn Judgement comes ashore, having journeyed with his father for two years across a vast ocean. Solemn steps onto these Lands both a stranger and an orphan, driven to complete the lore his father died to give him. Will he discover Wolga Vrule’s plan in time to prevent the return of Despair?
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Featured image: Days of Creation–The Third Day by Edward Burne-Jones
Will—Funny, astute, actionable. Excellent advice for writers in this world—and others. 🙂
Thank you!
Ms. Harris, you honor me. I HAVE actually met some writers from another world! I was telling the nice men in white coats all about it just yesterday…
Two sentence rule. I can easily do that. I’m the author who has to go back and add the description and basic world-building, so sticking to one line is easy.
In researching my last book, I had several pages covering all the information known to man on sea kelp. A whole three quick items ended up in the book. (On the plus side, I could teach a kelp class now.)
:: grins :: If you can teach kelp, does that mean you can’t “do” it? I’m delighted you find the rule comfortable, Alex- for me it was a painful lesson, I have simply reams of stuff nobody ever needs to know about my world. Must. Use. Restraint. And adding the build later, boy I wish I’d thought of that.
I’ve been fortunate enough to hold off on any kind of world building for stories until I started writing my trilogy. Then, because of where the setting was (Purgatory) and the type (old west circa late 19th century), I had to do just a smattering of world building (if you can call it that). This mostly contained anywhere from a couple of sentences to one paragraph descriptions of the various places in my little world that my characters were involved with. My saving grace, if it could be called that, was that everything in it was based on simple common knowledge/history, so people could readily immerse/figure things out w/o driving themselves nutty.
Sounds terrific GB! If the setting were either the Old West OR Purgatory, there’d be plenty of underlying tension to keep the reader’s interest going and make that build easy to take. But if it’s both- wowza! And you’re quite right to use a word like immersion, that is indeed the key.
Will, this is superb stuff… I particularly love the 2-sentence rule against what’s not ‘directly connected to what’s happening or what one of your characters is feeling” – you make it sound so simple, but you can’t fool me, I know it’s really clever!
I just want to say I also totally spotted the way you cunningly disguised useful and usable advice in a witty and entertaining blog, which made it feel like we weren’t having lessons drilled into our heads at all, but again, you can’t fool me, I know what you’re doing.
You are evidently nobody’s fool, Ms. Sparling.
Thanks so much for your support. If the funniest person in Ireland says it’s funny, you can take that to the bank. Euros or Sterling, now there you’d have me…
Oh, dear. Now you’ve gone and mentioned the war!!
Great stuff, Will. I may have to quote you when it comes to the question, “…what good is a righteous snit going to do you when your sequel comes out and no one buys?”
Truth is, what good is a righteous snit at any point, ever?
Thanks for a fine post.
Thanks CS! I’m not sure I can go as far as you about the value of a righteous snit. I certainly deployed several to my advantage in situations where the only other option involved sour grapes.
But nobody likes feeling a nobody-bought-the-sequel chill…
Thanks, Will. This was a hoot!
Disclaimer: What follows is not a snit, righteous or unrighteous.
Also, please don’t peg me the worst take-things-too-logically or whatever sort of person, but for my purposes, I’m going to have to call it the One-Sentence Rule, lest I risk thinking I’m allowed two sentences of world building at a time.
Tricia, I like the cut of your jib! Why even take the chance on two whole sentences, you’re absolutely right. And then you can splurge once in a while, when you’ve been very good for SUCH a long time. That’s not even vaguely snitty.
Fantastic post on understanding world-building . I’m sharing around the socialverse. And I’m glad your email notifications are back to normal Anne 🙂
Thank you DG! I rather like the idea of a socialverse, or perhaps a civilnet maybe someday we can all look forward to that.
Exactly! And civilnet would be refreshing! 🙂
A much needed post regarding World-Building. D. Wallace Peach does exceptionally amazing world-building in her books, such as Catling’s Bane, The Rose Shield Series. It is one thing to contemplate world building, and another; how to write believable fantasy or science fiction worlds. I just completed the first draft of a Time-Slip historical fiction, set in the 1690’s Colonial period. It was the most difficult, try and error effect. I am still working on it. Thank for the great post. Karen 🙂
So glad you found it useful, Karen! I’m thinking anyone with a series about a Rose Shield is someone I should be checking into.
Yes! You would love Catling’s Bane. Tremendous world-building as I have ever seen. I love it and a great story. It is a series. Karen 🙂
Research is amazing and to reveal elements of truth is delicious.
Thanks very much Marta! I’ve never had to eat my words before, but I’ll take your word for it.
Great post, I’ll definitely be coming back to this!
Reminds me of a perfect example I just read of reader-as-impatient tourist. I saw something in a book that flabbergasted me – a character calling out the protagonist for wanting to know too much world-building! It’s Brandon Mull’s Sky Raiders, a MG portal fantasy.
Character: So there’s five kingdoms, each with a different kind of magic called shaping, and a High Shaper to rule them all.
Protagonist: But how?? Why?? How are leaders chosen? Why is slavery a thing? I have QUESTIONS!!!
Character: Do you know everything about how your own world works? The physics explaining it? The geopolitical conflicts shaping history? No? Then hush and just go with it.
After I picked my jaw up off the floor for a character voicing what we’re all thinking, I dove into the book with even more enthusiasm. Because yeah, I can 100% go with it, and would rather not spend a hundred pages on the whys and wherefores.
Fabulous remark Irvin! What you described is the literary equivalent of theater’s “breaking the fourth wall”. If you just drop the pretense and point out the world-building, you might get away with it! That would work really well with a comedy-spiced genre. Can’t really see Gimli interrupting Elrond to “get on with it” though…
I’ve been writing sci fi lately, and one thing that the sci fi genre loves is worldbuilding. Readers want to know if the space ships are traveling faster than light, or only near it. They want to know if the planet is tidal-locked or has a crazy magnetic field. They want to know about those huge world-eating worms that live in the center of a gas giant. Setting your characters in the middle of all these worldbuilding gems is such amazing fun. But never over explain! One of my critique partners will write RUE in the margins: Resist the Urge to Explain.
Kessie, that is an all-pro acronym. And absolutely, readers of sci-fi (especially the “hard” kind, more technical and descriptive) have a long Patience Horizon, much like epic fantasy fans.
Great, detailed tips. Much more than I expected to find here.
The worldbuilding technique I favor is peppering the narrative with unique detail. Instead of waiting for the perfect moment to mention that great big war that took place few years back, I describe rusting swords and decaying flags on abandoned battlefiends no one even bothers to loot. That piques the reader’s interest and creates solid hooks for later.
Hi Sebastian, very good idea. You’re talking the show-me route which is always more enticing. In a way, you turn every story into more of a mystery instead of telling so much. The reader gets tempted to figure things out for themselves, which is another definition of immersion.