The Nine Mortal Sins of Worldbuilding
/Here is the second part of my free worldbuilding workshop materials. The previous post outlined what you should strive for in worldbuilding. Here is a quick rundown on what not to do. I'm not implying that you are doing these things, but at the very least this is good comic relief for readers and writers of fantasy and science fiction.
1. The sin of illogical history: Don't forget to indicate why the events of your story are happening now. Stories involve conflict. So, first you have to determine what the conflict is. Second, you have to say why it is happening now instead of 20 years ago or 20 years in the future. If aliens are invading, why are they invading now?
Example: In my book The Soul and the Seed, the mind-controlling Addin Association has been around forever, meddling in most of the wars and dirty politics of human history. BUT the story is happening now (in today's world) because a fluke of genetics (influenced by some ancient magic-wielding mystics has caused Kyrennei genes to crop up in a few individuals. That gives rise to the core conflict of the story.. The reason for this happening right now is a minor point but it is essential to believability.
2. The sin of completely logical history: If you create a fictional history, don't make it entirely logical and simplistic. Determine the major events of history that affect your characters. Make up reasons for the social norms and economic realities of your world. You don't have to write them into your story but you should have a general sense of them. Make them mostly logical but include the occasional chance event.
Example: J.R.R. Tolkien developed detailed backstories and histories for all of his characters and cultures. His history is as full of intricacies and discrepancies as real history is. There is an overall logic but the details have the realism of chaotic and natural events. A brother's jealousy unleashes an unforeseeable cascade of major historical events and so forth. This is one of the reason's Tolkien's world rings so true to generations of readers.
3. The sin of illogical magic: Don't make up magical powers for the inhabitants of your world without considering how they will affect history, society, the environment, relationships and so forth. Don't allow your magic users to do anything they want without limit or cost because the logical consequences of that in your society will get out of hand fast and you will be stuck with a huge mess. The best way to invent magic is to set limits on it or make it costly or exhausting to carry out. In essence, fictional magic requires a system of checks and balances. You also need to consider whether or not everyone in your world has the same special powers and if they don't, why those with special powers haven't taken over the world yet.
Example: David Eddings developed one of the best systems of magic in fantasy. His sorcerers can do almost anything, except will something out of existence. But the use of magic makes a kind of "noise" that other magic-users can hear and it expends energy. There are logical rules to Eddings' special physics and his world feels quite possible and authentic, despite all the magic. The rules aren't explained straight out or very early in the story. They come up when they are needed and a handy narrative device is used for the explanations of the more complex rules. An older sorcerer has to teach a younger sorcerer about the rules of magic and the reader gets to learn too. But because this doesn't happen in the very beginning and the reader cares a great deal about the younger sorcerer by that point, there is no sense of this being an info dump. There are opposing sides among magic users and even the protagonists among the sorcerers tend to be few, eccentric and anti-social, which is why they haven't taken over the world yet. And Edding's magic-users do hold a lot of political and social power even so. That is part of what makes his world so believable.
4. The sin of too much explanation too soon: This is the worldbuilding rule that everyone knows about and almost no one can follow. It is very hard to start the action off in your world in the beginning without explaining your world to the reader. You have the feeling that your reader can't possibly understand what is going on unless you explain the specifics of your world first. There are two keys to doing the explanation right and avoiding the dreaded "info dump."
First, accept that your reader not knowing everything about your world is usually a good thing. The mystery over what exactly is happening can be key to creating suspense in the beginning of your novel. Don't keep secrets from your reader in an obvious way. Instead, either have an inexperienced, young or foreign character who doesn't know the specifics either and let your reader learn along with them OR make your narrator speak or think as though addressing someone who already knows and drop hints as you go.
Second, make sure YOU know your world (and particularly any magic or special physics) really well BEFORE you start writing. One of the main causes of info dumping is actually writers who are exploring their world while writing. Do some background writing first. Make sure you know your world very well before you start your actual story and then get yourself into the mindset of your characters. Your characters won't feel the need to explain everything right off the bat because the world is "normal" to them or in some cases they won't know about the special physics of your world either. In either case, if you know your world well enough and you put yourself in your characters' shoes, the details of your world will come up when they are truly needed.
Examples: The book Open Minds by successful indie author Susan Kaye Quinn opens with an everyday high school scene in a world where everyone can hear everyone else's thoughts, except the main character who has a sort of disability so she can't hear thoughts. Because she is unique in her world and this is an issue for her every day in high school (she is ostracized by other kids), it is natural that she thinks about this and explains it to the reader immediately. It doesn't feel like an info dump. It makes for a great opening to a good series. My first book The Soul and the Seed, also starts in high school, but my main character believes she lives in the same world as you and me. She knows nothing about the clandestine mind-control cult that rules the world or the genetic fluke that makes her at threat to their power and the reader is pleasantly confused until chapter 5, when the narrative switches to someone who knows what is going on. It works (at least according to my enthusiastic readers) because the suspense of not knowing why the world is going haywire is delicious. And by the time you get my second narrator's explanation, the reader is so hungry for the details that I have never been accused of info dumping.
5. The sin of everyone speaking English: Don't make everyone on an entire planet speak the same language unless they have lived with instant long-distance communication for at least five generations. Don't allow aliens who have never been in contact to talk to each other in a common language. You are free to indicate that there are other languages being spoken while still writing the dialogue in English. Use the fact that characters can't always understand each other to enhance tension. If you want to dabble in inventing languages, expect to do a lot of research. That is one of the more advanced worldbuilding options.
Example: I'm actually going to give a negative example here. I love Robert Jordan's fantasy world. I love it. I love living in it for long periods of time. But there is one thing that really bugs me about it. The invaders from across the sea speak the same language as people they have had no contact with for centuries. It only takes a few hundred years for a language to change so drastically that it can no longer be understood by the original speakers. Try reading Beowolf in the original some time. That's English and you won't understand three words, unless you are a serious linguistic scholar. Even Shakespeare takes work and there is a reason for that. Languages change. Robert Jordan actually gets a pass on this because the rest of his worldbuilding is so spectacularly well done and he does actually have other languages in other parts of his world. There are many many books that are seriously damaged by this sin, however.
6. The sin of stereotyping real cultures: Don't abuse ethnic, religious or other groups of people from the real world. This isn't just political correctness to avoid being labeled as a racist or something similar, although that is a real danger if you accidentally make all your good guys "fair" and all your bad guys "dark lords." But at the most basic level this is about believability. If you are even going to hint at a real ethnic or religious group in your story, you had better do your research and make sure you can portray that group in detail. It isn't just that promoting stereotypes is despicable. It is that someone among your readers will know at least something about any culture you can come up with and they will be very annoyed and ditch your story if you get the details wrong or make the group too stereotypical.
Example: Okay, another negative example, but this time I'm going to pick on myself. I didn't stereotype another culture but I do use a lot of real existing cultures in my Kyrennei Series. I am an international journalist and linguist, so I am generally pretty confident about my cultural stuff. I did some serious research to come up with a Hebrew endearment that a man raised in Israel might really use under the circumstances in the book. I didn't, however, call up my friend who is married to a Japanese woman and spent ten plus years in Japan to ask about my Japanese character's name. I should have but there were reasons. I went on my own research and used a name I found on a list of uncommon Japanese names. I needed an uncommon name because my character's subculture likes uncommon names. The name Cho is very uncommon in Japan and would have to be a shortened version of Choko, which was my original idea. But other names I considered would have been better. I should have made that call. No one who doesn't know Japan will ever care but readers who do know Japan will pause and wonder about Cho's name when they read my book. That is distraction and distraction in fiction is almost always bad by definition.
7. The sin of stereotyping your fictional cultures: Don't make everyone in your fictional culture, religion or nationality agree on everything. That just isn't realistic. Unless you are creating a new version of the Borg, individuals within your fictional cultures and religions should disagree on details and sometimes even on major issues. And if you are creating a new version of the Borg, the effects of that monolithic society should be explored and shown in your story.
Example: This is really too complicated to summarize easily. Read Robert Jordan's Wheel of Time series. Seriously. If you haven't read it, what are you thinking trying to write speculative fiction. :) It's required reading! Jordan did a spectacular job of worldbuilding in general and particularly of portraying believable, diverse and well-textured fictional cultures.
8. The sin of no place: Gone are the days of "It was a dark and stormy night…" Today the most fashionable writing sin seems to be ignoring climate and place. It should at least randomly rain in your story. If it truly never rains, that would affect the climate, the smell of the place, the kinds of plants that grow there and so on. Have a sense of the natural environment and weather, even if your story is urban and primarily indoors. It greatly enhances believability.
Example: I think clouds may be mentioned once in the Divergent series. It's a fun read but the one major weakness of this popular series is the lack of a sense of place. I fear that the Divergent series, which is otherwise good enough to become a lasting classic will be a short-lived wonder, rather than a long-term phenomena, partly based on this sin.
9. The sin of no place to pee: Don't ignore infrastructure and sanitation. If you're constructing a whole society or city, you should know how waste gets taken care of, how food gets delivered and so forth. If you are dealing with a prisoner, don't forget that they do eventually have to go to the bathroom. If there is none, there will be consequences. You don't have to discuss these things in the text of your story but you have to have them in mind. Otherwise, you won't respond correctly when one of those issues should have been mentioned in passing and you'll lose your reader's faith.
Example: I can actually think of quite a few examples in popular fantasy and science fiction where a prisoner has no possibility relieving themselves and the consequences of that are not taken into account, but I'm done picking on my favorite authors for today. I'll just point out how I solved this problem. In The Soul and the Seed, I have my narrator imprisoned in a cage in a warehouse for two and a half chapters. In order to create enough of a sense of place, I had to describe that environment with significant detail and there was simply no way around it. I had to equip the cages with bedpans.