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Worldbuilding in Science Fiction: Part 2 Worlds Upon Worlds

Worldbuilding Part 2: Worlds Upon Worlds

It may seem a little backwards, but my second post on world-building is actually going to talk about worlds.  (See the first post here)  While geography / celestial cartography is important, I don’t think it’s the foundation of building your universe in SF.  Why is that?  Well, you need to know how easy or hard it is to get there through technology, know how people will react when they do get there through culture, and who the players are by knowing the people.

The rest, as to what’s actually there?  That’s going to influence those things in return, but it’s still not quite as central.  The earlier post was about preparing the conditions to tell the story you want.  This one is more focused on developing the actual setting.

Worlds

Writing science fiction gives an author an amazing set of possibilities.  As writers, we can explore distant worlds that can be whatever we think up.  Those can be desolate waste-lands like Tatooine or thriving paradise planets and everything in between.

This is all about determining the setting and this is where a lot of the Science Fiction greats did things really, really right.  Frank Herbert’s Dune is a book where the planet itself is a character, which at various times tries to kill or save the people in the story.  On Heinlein’s The Moon is a Harsh Mistress, the Moonis every bit as central to the story as anyone else.

Whether your worlds are arid, airless rocks or a lush tropical planets, you need to determine what your story needs.  A survival story set on a paradise planet might not be nearly so interesting as one on a world where literally everything is trying to kill you.  The Martian is a great example of a science fiction survival story where the writer makes the planet’s conditions central to his story.

If course, the conditions of the planet may tie into other things…

Star Systems

The system’s star or stars can be a huge element of a planet’s habitability.  The movie Pitch Black explored this in a pretty interesting fashion, creating a star system where a planet existed in continued light… right up until it got dark for a very long time.

Asteroids, comets, moons, other planets, all these can be important to your story.  Maybe the system has not just one but two or three inhabitable planets, maybe they’re claimed by different nations, maybe one of those worlds is undergoing a cataclysm of some kind.  The Dragonriders of Pern series had a rogue planet that brought terror with it’s return every few hundred years.   David Weber’s Honor Harrington series has a set of wormholes that made Manticore an economic powerhouse due to their central positioning for trade.

The physical world and setting is going to directly impact your characters.  Society, technology, and people will indirectly shape them, but the physical world is what they’ll see, taste, touch, hear, and feel.  If a planet is a garbage world, does it smell?  Do people from there lack a sense of smell because it has been burned out?

Beliefs and Themes

Lastly, we come to one of the non-physical elements of setting: beliefs.  This is a product of the physical and societal elements and it in turn shapes both.  What do the various cultures and sub-cultures believe in?

Has humanity spread out with a manifest destiny?  Do they shove aside non-Earth life, terraforming worlds in their own image?  Or is there a fundamentalist religion that has taken over a culture, instilling them with a reverence of all life, prohibiting violence for any reason?  Has faith in science driven a group to pursue all manner of otherwise unethical experiments, delving into human modification and genetic engineering upon their prisoners?  You decide, you shape it based upon the history and setting you’ve built, and then decide what you need to tell the story you want to tell.

Conclusion

While developing the technology level, cultures, and people of your setting was the foundation, this is like the basement.  This is the structure that supports your book. It’s there, its visible and the characters will interact with it all the time.  Building stuff here gives you the tangibles that readers will notice and that will ground them in the worlds.  Fill out these details for the story you want to tell.  Next week, we’ll tie it all together in Part 3!

Worldbuilding in Science Fiction: Part 1 Foundations

Worldbuilding Part 1: Foundation

When building your planet, be certain to select a good solid base to begin your construction…  Oh, wait.   Too literal, huh?

Jokes aside, this is going to be the first of three posts about world-building / universe-building in science fiction.  This isn’t a be-all-end-all guide, this is a process I follow while I develop the world in which I’m writing.

And yes, I’m starting with the foundations of the universe you plan to write in: technology, cultures, and people.

Technology

The tech of your setting is a determining factor for what’s available in your writing kit.  One of the first questions I ask is how advanced is this setting?  Is it near-future, far-future, post-apocalyptic, tech-retro… what is it?  Science Fiction draws a lot of its inspiration from possibilities.  What is possible in your universe?  Most of my SF universes have the possibility of Faster Than Light travel being not only a possibility, but being relatively “easy” given readily available technology.  But look at a lot of science fiction and that’s not the case.  FTL Travel opens up a broader canvas: more worlds, more star systems, more potential species and cultures to encounter.   On the other hand, if you want to limit your canvas to a smaller scale to focus on the characters or story in one location, then FTL may not add much to your story.  Or maybe the discovery of FTL, those first intrepid explorers going out is what you want to use for your story.  Whichever it is, establish the rules so you know what they are.  Hard, Easy, or Impossible, and try to determine how long it’s been that way.

The mode and method of FTL travel can be important, too.  In my Shadow Space Chronicles series, FTL travel is possible by entering a non-euclidean parallel dimension, one with multiple layers of which only certain talented people can even perceive.  In my Star Portal universe, FTL travel is achieved through development of advanced warp-drives as closely based off current physics models as I can manage.  Both of these methods have their own rules and using those rules in the stories and future ‘histories’ of those universes helps me to build a richer universe, one where characters can use their technology to solve problems.

There’s a variety of other technologies that can be important to the story you want to tell.  Artificial intelligence, Genetic Engineering and Cloning, Cybernetics, Faster than Light communications, and even psionic abilities, these are just a few of the things you may want to consider.  A lot of this, too, comes to genre.  Dystopian Cyberpunk stories may be focused on Earth where humanity never made it out to the stars, whereas military science fiction novel may involve vast fleets clashing in interstellar space.  You should already know what kind of story you’re wanting to write, this is about establishing what’s possible and why.

Cultures

What cultures are dominant and which ones are important to your story?  In my Shadow Space Chronicles series, the Chinese and Russians got out and colonized the first extra-solar planets and therefore reaped the benefit in cultural and technological advancement.  A second wave of colonists to thousands of other worlds had to travel further at greater expense or to colonize marginally inhabitable planets, which meant they were often more poorly equipped and often were economically exploited by wealthy corporations or powerful individuals.  They were also easily dominated by a coalition of the core worlds, what became known as Amalgamated Worlds.  This led to a lot of hate between the outer colonies and the inner ones, not only did they have different cultural backgrounds, but the disparity of wealth and technology made for flash-points of revolution.

See how technology and culture fed together to give me some story fodder?  Conflict between haves and have-nots is a pretty easy idea that most people can easily relate to, it also can provide conflict for characters within a story or a good background to set a story against.  Developing cultures isn’t just for humanity.  If your story is going to involve alien races, then this is also where you can plot cultures.  Try to avoid making them too monolithic.  Every society has its outliers, every nation has its internal divisions.  Developing those internal cultures can give you ideas for your actual story and can help ground that story for a reader.

People

People are where you’re working toward with this foundation, they’re what your story will rest upon, they’re the meat and potatoes of your story.  Not in a Soylent Green way, either.  (Well, maybe, you write it how you want)

Societies and cultures are made up of people.  Individuals stand out as the representatives of your worlds.  Developing a cast of people, past, present, and even future, can help you to build out your world.  These aren’t necessarily characters that your POV characters will meet, see, or interact with.  These are important people that shape the worlds and that you may mention.  People like the inventor of the FTL drive, or the person who built Skynet, or the traitor to humanity who gave away our defense codes, or the first genetically engineered person.   They’re names that you can drop into the story as you’re writing and just knowing a little about who they were and why they were important lets you keep writing and develops the world that much more.

Knowing what cultures they came from, what shaped them, and what pressures they were under to make those decisions can be a tremendous benefit.  Maybe the guy who gave away Earth’s defense codes was in it for the money or maybe Earth’s dictatorial rulers had just had his family purged.  You decide, and then you can use that to build your story.

Conclusion

Knocking out these three things will let you focus on the next steps, building out your universe so that you can then write that great SF story you want to tell.  Remember, though, this isn’t the final product, you world-build so that you can write a story.  Don’t get too caught up in world-building that you don’t actually do the part of putting words on page for your story!  Next week I’ll dive in with Part 2.

For other posts on worldbuilding, check out my steampunk and fantasy worldbuilding posts.

Enabling Others (In Good Ways)

I see a recurring theme on social media of late.  If someone doesn’t like what an author/creator is doing or the direction they took, the first response seems to be “I hate you and everything about you.”  Some of this seems to be politics and identity based, because God knows, we’ve become a fractured society of late, where every comment and complaint has political overtones whether meant or not.  Some of it is that there’s just a whole lot of negative attitudes about everything.

So what’s the point I’m getting at?  Enable other people to succeed.  If you aren’t happy with the status quo, make the world a bit better, a bit brighter.  A little bit at a time.  Don’t like a book or movie?  Send them personal feedback (I get some almost every day, I really appreciate it).  If you *do* like something, tell them that you like it.  Write a review.  If you have your own ideas of how to do it better, write the story or create the art yourself.  If you know someone who’s got great ideas, enable them!  Tell them they should write that story.  Put them in contact with writers (or artists, or movie makers, or whoever).  I found my current narrator for Valor’s Child that way.  I’ve helped friends to get books finished and to get published.  You know what?  It feels really fucking good to do that.

When you constantly bash things, this is what people think of you.

Bashing something that someone likes (be it books, movies, games, whatever) is not going to win you friends.  It’s not going to make anyone feel better, except in the miserable sort of hey, “we-hate-everything-too,” sort of way.  Embrace the positive in life, because the world is plenty full of suck as it is.

There’s a whole world of wonder out there people.  We launched a God-damned Tesla into space.  How freaking cool is that?  We live in a day and age where more information and entertainment is at our fingertips than we know what to do with.  The world isn’t ending.  The vast majority of my readers have a roof over their heads and don’t live in terror of warlords and bandits.

Being positive is hard.  Helping others is hard.  Building stuff instead of tearing it down is also hard.  But that’s how we all get better.  I’m not saying you have to like everything (Trust me, there’s plenty I hate), but it’s generally good for your mental well-being to focus on the positive.  Be like Deadpool.  You don’t have to get it all right.  You don’t even have to get it mostly right.  Just trying a little bit, every day goes a lot further than you may realize.

At the end of the day, when all is said and done, how do you want to be remembered?  Do you want to be the person that everyone secretly came to loathe… or do you want to be the person that everyone has a good story about?  Helping other people is a way to help yourself.

Some people want to burn it all down. They’re called the bad guys for a reason.

Kal’s (Slightly Overdue) March Forecast

Hey everyone!  March is… well, mostly here and gone, actually.  The good news is that I think I’ll have two books finished up this month.  Jormungandr’s Venom (Fenris Unchained Book 3) and Valor’s Duty (Children of Valor #3) are both nearly done and I feel confident that I’ll have them out soon.

Next on my schedule is finishing off the seventh book of the Shadow Space Chronicles.   I’ve got three more books queued up to work on after that, so the rest of spring and all through summer, you should see a number of my books getting ready to come out or coming out.

As you may have seen, I’ve redone the covers of my Shadow Space Chronicles books.  Thanks to the hard work of David C. Simon as the cover artist and to Robert Brockman for the layout/formatting expert, The Fallen Race, The Shattered Empire, The Prodigal Emperor, and The Sacred Stars all have new covers.

Stay tuned and I hope to have some more posts, (including some book reviews, snippets of new books, and cover art peeks) coming out in the next few weeks.  Thanks for reading!

LTUE 2018 In Review

Apologies for the delay in posting this.  Between the long drive out and back and the backlog of stuff I had to do once I got home, I’m a bit behind on posting.

LTUE is always a fantastic convention.  It is predominantly a writing convention, which makes it more focused and the group, as a whole, is filled with writers more than fans.  Pretty much everyone there is there to improve their writing craft and to network and socialize.

The panels, as always, are fantastic.  There’s a huge range of panel topics, which offer great topics  that are useful for new writers as well as experienced writers who are looking to learn about new subjects.  Unlike some other conventions, though, the big draw is the time spent between panels, chatting with other authors and having the opportunity for one on one discussions.

If you are a prospective author, the convention is fantstic and I can’t recommend it enough.

Kal’s February 2017 Forecast

February is here.  Wow, that was quick.  I actually found myself writing 2012 on some paperwork yesterday, which tells you how out of touch I can be with the flow of time…  (we’re living in the future, man!)

But anyway, in January I finished writing and the first round of edits to my last WIP, an Urban Fantasy novel that I’ll be sending off to a publisher, hopefully in the next couple of months.  I sent it to my alpha readers and I’m waiting to hear back from them.  I also sent out another novel, Prisoner of the Mind, to a big publisher.  Again, it’s a waiting process.

This month, I’ve already started writing the next Shadow Space Chronicles book.  It has space pirates, exploding space ships, and we get to learn a lot more about Marius Giovanni.  I’m excited to write it and I hope to have it finished by the end of the month.

For those of you who want sneak peaks at my projects, don’t forget to sign up for my newsletter.  This month I’ll be giving away a signed copy of The Temple of Light as well as giving a free preview of the urban fantasy novel I’ve completed.

That’s all for now, thanks for reading!

Writer’s Toolbag: Attending Conventions Part 2

In part one I discussed a bit about attending a convention and some of the things to look for when selecting whether to attend or not.  Here in Part 2, I’ll discuss how to go about attending as a panelist.

Getting into a convention as a panelist is quite a bit more difficult than merely attending.  For some conventions (looking at you Dragon Con) they’re very selective and you may never hear back.  For others, as long as you present yourself as a benefit to their convention, they’ll be happy to have you.

The first part of that is to be professional.  For most of these conventions you can browse their websites and find out who will be running the panels or programming for the convention.  That’s the person you want to contact.

When you do email them, write a professional introduction.  Tell them who you are and what you write.  Tell them what you’ve heard about their convention and why you want to participate.  If you bring ideas to the table, that’s generally a good thing, especially if you have an idea for a panel that would be fun and won’t require any additional effort on their parts.

The second part of this is remembering that the people running conventions are volunteers and they volunteer their time and effort because they like conventions and they enjoy getting people together to enjoy their genre of fandom.  If you present them with ways make a convention more enjoyable, then generally the people running the convention will be happy to have you.

The next part of that is how you behave at the convention.  Remember, this is about presenting yourself in a good manner.  If you’re participating in a panel, be sure to give other people time to talk.  If you are moderating, try to keep the panelists roughly on track, try to have some topics of conversation prepared, and most importantly be friendly and personable to everyone you meet.   Having dealt with rude panelists and audience members, it’s the quickest way to alienate a potential reader or connection.

As far as what to say, generally if you’re an author you’re passionate about things in the genre.  Talk about the things you find interesting, but gauge your audience.  If people are yawning, checking their watches or phones, or worst of all filing out of the room… well, that’s a bit of a sign.  Try to be entertaining, intelligent, and charming.  Basically you’re trying to establish yourself as someone who has something interesting to say.  That way they’ll remember you and maybe look at what you have to write.

Lastly, remember that bad impressions are more likely to stay with people.  The unfortunate truth is that most of the people you encounter won’t remember you at a convention, especially not the other professionals.  They meet so many people at so many conventions, that everyone sort of blurs together.  What they will remember, though, is if you’re the jerk who snapped at people or said derogatory things about other authors.  Good behavior may not get you a book deal or gain you lots of readers, but bad behavior will gain you notoriety and not  in a good way.

Writer’s Toolbag: Attending Conventions Part 1

It is possible to have a career in writing and never attend a convention.  That said, conventions provide a wealth of opportunities for an author.  Conventions are gatherings of like-minded people.  Genre conventions, especially science fiction and fantasy conventions, are where you’ll be able to find lots of potential readers in one spot.  They’re also excellent places to network, to build relationships with other authors, to pitch ideas to editors,  and in general, get your name out there.

So, what’s the key to going to a convention and being a success?  Well, there’s two parts of this.  Assuming you’re just getting started, I highly recommend going as an attendee just to get your feet wet.  Study what other people do, learn what’s acceptable and unacceptable con behavior.   This last one is a key part.  Nine times out of ten, most of the professionals won’t remember your name or face from one convention.  They see too many people, interact with too many people, at too many conventions.  But if you’re a jerk, or annoying, they’re probably going to remember that.  So, as I said, learn what’s acceptable.  Don’t go charging in.  Take the time to get a feel for the place.

The next part is selecting an appropriate convention.  Small cons are perfect for getting your feet wet, and there’s an important part on this in that you can get some time with authors and editors without having to get pushy.

Also, know what a convention is about.  Gaming and anime conventions aren’t the best place to go for trying to network as an author or to pitch your book to potential readers.  Read up on what a convention is about before you go.  Learn who will be there.  If you don’t recognize any of the names of the guests, it probably means you don’t read their stuff and therefore what you write may not be what the readers there will be interested in.

Lastly, panels.  Panels are the main content at a lot of conventions.  These are discussions by the panelists… so if you aren’t one, don’t interrupt.  They’ll have time at the end of the panel for questions.  One of the big irritations to panelists is when someone in the audience hijacks the panel.  Do some research here, too, and pick topics and panelists you want to learn more about.

Conventions are tons of fun.  Take a friend, meet people, and enjoy yourself.  Don’t forget to keep receipts because all of this is tax deductible as an author.  Next week I’ll talk a bit about strategies on how to participate in conventions rather than attending.

 

Writers Toolbag: What to Write

It’s commonly said: write what you love.  Yet at the same time, there’s still a strong push (not as strong as it once was, but still present), to write what is “marketable”.

That kind of thing presents a bit of a conundrum.  Do you write to what you think the market is or do you write to your personal preferences?  The short answer is: yes.

This is actually a tremendously complicated question and the real answer comes back to what you want out of writing.  You can be successful writing purely for market and you can be successful writing what you love.  Most people don’t get into writing unless they really love it and when you’re gauging your success, it comes back to your feelings about writing.

Writing to market is when an author knows something is selling so they write that.  This happens for new authors and it happens for well established authors.  With new authors, they often see “X” is selling really well, so they set out to write their version of “X” and make lots of money.  Most often what happens for the established authors is that one series sells really well or receives critical acclaim, so they write more of that.  It’s human nature to seek approval for our work, and writing to market is a way to seek “guaranteed” results.   The problem, of course, is that if you don’t enjoy what you’re writing (or worse, if you view it as a chore or even painful exercise), then that emotion carries over into what you write.  At best, you end up with a sort of generic result that is devoid of much of anything, at worst… well, you end up with a disaster.  The key to writing to market is blending in the things you love about writing.  Take that hot-selling genre and put your own spin on it, make it interesting and into something you are passionate about.

Writing to preference is the flip side of the coin.  You may have this really great idea that you can’t wait to get down on the page.  Oftentimes it isn’t even hard to write this stuff… but when you go to sell it things get a bit problematic.  Publishers like stories that can be summed up in a few words.  For self-publishing, if you have to take ten minutes to explain it all, you run the risk of potential readers shutting the door or moving on before they give it a look.  Writing to preference is often innovative and exciting, but it’s a hard slog on gaining readers.  You have to work hard, build up a readership, and it only works if you get people to be as passionate about it as you are.  The problem is that readers as a whole are very conservative.  They like the familiar.  Most readers want to know, going in, the genre, topic, characters, etc of the book.  When you go to write your idea, if it doesn’t fit into one of those easily defined categories (or even if it just isn’t what you normally write), you risk turning away readers before they even open your book.

At the end of the day, you need to identify why you write.  Do you want big sales?  Are you writing for yourself or for others?  Do you have a message or story you want to share?   These things shape whether you should write more creatively or more focused.  In a perfect world you can blend the two and finding a good balance point is always something you should work on.  The worst possible thing, of course, is getting burned out, writing things you don’t want to be writing.

Writing is hard.  Make it easier on yourself and understand your own motivations for writing.  Then you can decide whether you’re really writing that Kaiju Paranormal Romance Noir story because you want to or because you think it will make you money.