World-Building 105: Putting It on the Page

— June 02, 2025 (0 comments)

To recap the last few posts, we've talked about the following:

So far, 100% of the info created through these tips is for you, the author—notes, maps, lists, Q&As. These are aids in writing your story, not the information you actually show the reader.

Because the goal of world-building is not to show the reader all the cool stuff you thought up but to immerse them in another place and time, to make them feel like there's more to the world than what they see, to help them believe this is a real place that could exist.

So, how do we do that with *waves hands around* all those notes and maps and junk?

Using World-Building in Your Draft

As you write, you will naturally drop hints about your world. Sometimes you have to explain things for the plot. Other times, you're just describing what's in the scene. Either way, something comes up that you can't assume the reader knows. Like...

The protagonist will be looking at the stars, and you mention the setting's two moons. The protagonist steps on a teleporter and thinks about how the technology works. Or they learn that they are part of an ancient prophecy that you now need to explain to the reader.

Or a thousand other tiny details that come up as you draft. Wherever it happens, you'll want to keep two things in mind:

  1. Let the reader believe there is more to the world than what you're telling them.
  2. Let the reader experience the world rather than be told about it.
These are guidelines, of course, and you'll have to find a balance. But the goal is to maintain the illusion that there is always more to discover.
"Part of the attraction of the Lord of the Rings is, I think, due to the glimpses of a large history in the background: an attraction like that of viewing a far off an unvisited island, or seeing the towers of a distant city gleaming in a sunlit mist. To go there is to destroy the magic, unless new unattainable vistas are again revealed."

                                                                                           —J. R. R. Tolkien


Right, But... How?

Well, for example, as you describe the setting's two moons, do so through the protagonist's perspective. How do the moons make them feel? Maybe they're lost in a forest but thankful for the light of the two moons to guide them. Maybe they used to look at the moons as a child and felt safe under one and uncomfortable under the other. In this way, we experience what the protagonist is experiencing, and the world-building is deepened at the same time.

Or maybe in your world bible, you know that the moons were set there by the gods or that one of the moons houses a magical prison. Or maybe you know nothing more about them at all—that's fine too! But as you describe them in your draft, you don't say what you know them to be, but you might say what people believe them to be. Like, maybe the protagonist's grandmother used to tell them a story about the moons that they now think is silly (but that maybe has a grain of truth to it—or not!).

Or maybe they're just moons. That's fine too.

What about the teleporter?

You probably don't want to go into the whole history and function of the technology unless that's a thing the protagonist would be thinking about (maybe they built them!). But again, how does the protagonist feel about teleporters? How do they think they work? Maybe they don't know at all, and that worries them every time even though they've used them their entire life. Maybe they heard a story about someone who got messed up by one, and they wonder if it's scientifically accurate. Maybe they have full confidence in them and quietly judge the folks who fear them.

Little extra thoughts like these help us experience the teleporter while also suggesting that there might be more to it than we know—there's more to discover.

And the prophecy? Don't exposit the prophecy like a history textbook. Reveal it through the lens of the character who explains it and of the protagonist themselves. How do these two characters feel about it? What does it mean to them? Do either of them doubt the prophecy? Fear it? Zealously believe it?

Again, now we're experiencing the world-building. It matters to us because it matters to characters that we care about.

And also, we're never getting the whole story (that's in your world bible) but rather what the characters know or believe about it. This way, the world always remains bigger than anything the reader can experience.

Avoiding(?) Infodumps

We're often told to avoid the dreaded infodump. As with most things, this is more what you'd call a guideline than an actual rule, but the reason infodumps are dangerous is because (1) they tend to be telling rather than allowing the reader to experience the world, and (2) they tend to tell everything the author has ever thought.

But that doesn't mean you can't use them. An infodump from an in-world narrator's perspective, that also leaves some things mysterious, can be just as compelling as any bit of action.

Leaving some mystery can help a world feel real and lived in, like there's always more to discover just around the next corner. It's a type of mystery that can pull your reader into the world.

And letting the reader experience the world through your characters keeps them invested. They want to learn about the prophecy because their favorite character's goals depend on it. They want to know how the teleporter works because Captain Dan wants to know (or because he already does know, and who doesn't want to be cool like Captain Dan?).

All those notes you took answering questions and organizing your thoughts give you a deep well to draw from as you guide your protagonist and your reader through the world. You'll think of new things as you draft, and you can add those to your notes, too. Every bit of it makes your world deeper, more immersive, and more real.

Just remember to keep some of those bits for yourself.

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