Talking Yourself through Drafting
Human Editing vs. AI
I have my own issues with generative AI, but it is good at some tasks—tasks that (if it weren't for the copyright theft, plagiarism, labor theft, and climate-destroying energy needs) would actually be worth talking about in terms of how they can improve our lives.
One thing generative AI is genuinely good at is producing English sentences that sound intelligent. Among other things, this means it can be good at basic editing—making your words sound correct and smart—and it can even provide a kind of blind, meaning-agnostic textual analysis and recommendations for improvement.
That's editing, right? You can get it for free?!
Well, sort of. As with most things in our world, you get what you pay for. The Washington Post tested five generative AIs on their ability to perform this kind of editing. None of them did better than a D+, and only one of them didn't "hallucinate."
Free? Yes (for now).
Good?
If you have no money or critique partners, and you have the time and patience to investigate the accuracy of every suggestion, then AI can provide you with a kind of editing. It can make you sound intelligible... but not great or unique—literally the average of what the internet has to offer.
What can a human editor do, then, that the AI can't? Well, at their best, a human editor can provide the following:
- A-level corrections, recommendations, and analysis
- Insightful comments from a human who understands your intention and meaning
- Experience that comes from being an editor, a writer, and a human
- Suggestions that maintain your unique voice and vision as an author
- Harsh truths to help you improve
- Revisions that don't make up facts out of nowhere
- Connection with a human who's rooting for you
World-Building 105: Putting It on the Page
To recap the last few posts, we've talked about the following:
- What world-building is and how to get started
- How to keep your world-building organized
- The helpfulness of maps (yay!)
- How to make a setting compelling
Or a thousand other tiny details that come up as you draft. Wherever it happens, you'll want to keep two things in mind:
- Let the reader believe there is more to the world than what you're telling them.
- Let the reader experience the world rather than be told about it.
"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.
World-Building 104: Making a World That's Compelling
This is part of a series on fictional world-building. We've talked about how to get started, how to organize your thoughts, and how you can use maps for inspiration and internal consistency.
We've noted several times that world-building can be a huge endeavor. Even if your setting is mostly true-to-life, you're still creating a whole made-up world to immerse the reader in. It can be overwhelming to think of everything that is—or even just could be!—true within your setting.
On top of it all, you want your world to be compelling, to draw the reader in so that they want—no, need!—to know more about its mysteries and what happens next to the characters in it.
How do you do that?
To make a world that's compelling requires two of the same things that make your plot and characters compelling: conflict and theme.
Let me explain.
Conflict
A good plot has conflict—usually grown out of the conflicting goals of the characters within it. Luke Skywalker wants to save the princess from the evil Darth Vader. Eleanor Shellstrop wants to stay in the Good Place even though she doesn't belong there. The Baudelaire orphans want to escape the evil Count Olaf.
These conflicts are what make these stories compelling. We root for these characters and want them to succeed. But the worlds of each of these stories have their own inherent conflicts as well (major spoilers deliberately avoided below):
- In Star Wars, the Galactic Empire oppresses the entire galaxy, while the Rebel Alliance struggles to resist their fascist rule.
- In The Good Place, humans face a universal point system that determines whether they live in paradise or are tortured for eternity.
- In A Series of Unfortunate Events, a mysterious organization secretly helps people and thwarts those who would do harm.
- The world of Star Wars explores themes of fascism, freedom, and resistance.
- The world of The Good Place explores ethics and morality.
- The world of Unfortunate Events revolves around education vs. ignorance and what it means to do the right thing.
World-Building 103: Maps!
Today, we're going to talk about one of my favorite parts of world-building: maps! This is the third part of a series on world-building. The first two parts can be found here:
An early map I drew for my old Air Pirates novel (that I have to get back to some day) |
- A map helps maintain consistency. Like a world bible, a map provides a way to keep track of things in your story—specifically, where things are relative to each other and how far away they are.
- A map helps you think things through. Drawing a map—like drawing anything—requires dozens of tiny decisions that you might not have thought about if you were just looking at words in a word bible. How large is this place? What does it look like? How far is it from that other place? How did it get there? What resources is it near? It's another avenue of questions to ask that can deepen your world.
- A map can inspire new ideas. You'll start your map with the locations you know, but pretty soon, you'll run into areas that provoke new ideas. What would be located in this space here? How might that impact the people in the other places? What cool thing might go in this empty space?
- A map can immerse you in the world. One reason maps are published in novels is to immerse the reader in their worlds. Making your own map can do the same for you. And as I've said before, if you are immersed in your world, your reader will be too.
The map for my Post-Apoc Ninjas novel |
- It's faster. This feels counterintuitive, but it's true—I've spent enough time with map generators to know. Usually, you spend a lot of time generating new maps (or trying new searches) when it would be much quicker to just do a couple of drafts yourself.
- You get exactly what you want. You may not know what you want right away, but when you start generating maps, you quickly realize you know what you don't want. This is one of the reasons drawing your own map is actually faster. Drawing your own forces you to think it through and make decisions, until you realize you actually do want certain things.
- It's easy to revise. This is another reason that finding or generating a map doesn't work as well: you know it's not what you want, but you can't just tweak things here and there. You have to generate a whole new map with different parameters. Drawing your own map, revision is as simple as a quick erase.
World-Building 102: Getting Organized
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
World-Building 101: Asking Questions
If you're writing any kind of genre fiction—if there are any fantastical or sci-fi elements in your world at all—you need to do some world-building. This is true whether you're creating a full-blown fantasy world, a sci-fi universe set 100 years in our future, an urban fantasy that's mostly like our world but with some magic in it, or even just our regular world but everybody has self-driving cars now. All of these require some world-building.
So, let's talk about that.
What is world-building? It's you understanding why things are the way they are in your fictional setting and how things are different from our world. It's exploring the "What if?" behind your speculative fiction. What if magic was real? What if we colonized other planets? Even a full-blown fantasy world is a form of "What if?": What if there were a world like ours, except with elves and dwarves, and it was created by some kind of gods?
World-building is thinking through the implications of that "What if?" and then using those implications to flavor your story and immerse the reader.
How do you do it? By asking questions. For example, say your setting is a world exactly like ours except that the city your story takes place in was designed with walkable spaces and public transportation instead of cars. This is mostly (but not entirely) science-fiction, and it raises some questions that you might want to answer, like...
- How long has the city been like this? Was the city always this way, or was it converted from a car-based environment?
- Is it the only city like this, or are most cities in this world like this too?
- How do people feel about it? Is it just normal to them, or is it brand new or even controversial?
- How did the city come to be this way? Is it part of an urban-design experiment, or did the culture shift away from traditional cities because something happened, or something else?
- Does the city's design have a direct impact on the story, or is it more of a backdrop?