Last week, we talked about what world-building is and how to get started. Among other things, we learned that world-building is... well, it can be a lot.
Even if you're just taking regular old modern-day Earth and giving it a small tweak—like humans figure out how to get to Mars or there are actual witches—there are still dozens of questions and implications that you could think through to deepen the world. And for a full-blown secondary fantasy world? The questions are endless.
So today, we'll talk about organizing all of that so you don't get overwhelmed.
1) Start a world bible
A world bible is just a document (or a wiki or a Miro board or something) where you record your ideas and decisions. You'll need this so you can remember them and reference them later.
How you organize your world bible is up to you—the document is literally there to aid you and you alone. I like to separate mine into sections like a historical timeline, nations or kingdoms, sentient species, cosmology (how the world came to be), how magic works, unique plants and animals, etc. Obviously, not every story needs every section, but these are places to start.
Remember, too, that your world bible is a living document. It is for your benefit only, and you can revise and add to it as you need to.
2) Choose a point and work outward
It's overwhelming to try and think about everything at once, but the point of having a world bible is that you don't have to keep it all in your head. You can have one idea, write it down, and then move on to the next.
Don't know how to answer a question yet? That's okay. Just write the question down and move on.
What if a new idea conflicts with an older one? That's okay! Again, nobody else is going to read this document, so it doesn't have to maintain internal consistency. I mean, you should try, but you can address conflicts as you discover them.
Often, when a new idea conflicts with something you thought of a while ago, you'll find that the older idea can be easily updated or dismissed. And if it can't, then maybe the new idea can be tweaked. Consistency is important in world-building, and it's a lot easier to create when you haven't even written the story yet.
SIDEBAR: Creating a world bible for collaboration—say, for a video game or when co-authoring a novel—does require more internal consistency. People who are not you will reference the world bible and assume what's in there is fact. The basic ideas in this post still apply though. You and your collaborators just have to do extra work to keep the world bible up to date.
3) Sketch out a timeline of events
I mentioned a timeline as part of the world bible. For me, this is where I often start, and it often becomes the backbone of my world. It helps me to understand how one thing led to another and how everything is connected.
It might not work that way for you, but a timeline is still a good thing to have. Understanding the larger story of your world is a good way to maintain consistency and create real depth.
4) Focus on your story
It's easy to go overboard on details and histories and nations and magic systems and flora and fauna... but remember that you don't have to flesh out everything. You really only need enough details to start writing your story.
When you feel yourself getting overwhelmed with questions or unable to detail some aspect of the world (or unwilling to because it feels boring), take a step back. Ask yourself, "Do I need to know this to write my story?"
Often, you don't.
Because world-building isn't about actually creating an entire world; it's about creating the illusion that you've created an entire world. And that's a lot easier to do.
How do you know when you're done?
The truth is you're never done. There are always more details you can think up (and there always will be when you start writing the story). The good news is that you don't have to be done to start writing.
World-building of the kind I've described above has two main goals:
- To help you understand your world enough to start writing
- To give you extra details to draw from when you need them
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