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Craft Chat CRAFT CHAT: World-Building and Description

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Carol Rose

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World Building and Description

We’ve already talked about Setting and Story Plotting. Now let’s move on to world building and description. I believe discussing these topics together is useful since they’re so closely related. It’s hard to do one without also doing the other. They also both go hand in hand in with setting, and to a certain extent, plotting. Let’s explore why.

In setting we talked about letting readers know the time and place for your story. We also talked about the Big Five – What, Where, When, Why, and Who. We discussed using the time and place to ground your readers in whose head they’re in, where they are, when they are, why they are there, and what’s happening in the moment.

By doing this, you’re also building your story’s world. You’re describing key moments or presenting meaningful dialogue to accomplish this grounding, and to make sure your readers know the time and place for your story.

When we talked about plot, we zeroed in on certain methods. There are many, but at the heart of each of them are a few key points. Know your genre, as certain ones have reader expectations for the complexity and substance of your plot and use of sub plots. Use at least a basic outline to help you stay on track and not wander too far off the main story. Make sure there is a causal relationship between what the characters say and do, and what happens in the plot.

Your plot is something to keep in mind when building your story’s world and adding description to enhance that world. Obviously you want these elements to drive your plot forward, not detract from it. You don’t want to risk confusing your reader.

An example of this confusion might be filling pages and pages with detailed description of a lake or a grove of trees, but the character’s purpose for being at that lake or in that grove of trees is never made clear. It’s simply there so you can use a few flowery turns of phrase you read somewhere, and thought they’d sound awesome. Or because you were stuck on what to write, and believed describing the scenery down to the blades of grass was a good idea.

As with everything else we’ve discussed in these Craft Chat posts, any world-building or description you write must serve a purpose, or it doesn’t belong in the story. It should enhance your plot, your setting, and your character’s goals, motivation, and conflict. Not detract from them. You don’t want the description to take on a life of its own so that it becomes the story. You also don’t want to bore your readers to death, or hit them over the head with the details of the world building.

So let’s talk first about world building. What exactly is it? Simply put, it’s you as the author building a world for your readers. Who is in this world? Why are they there? What roles do they play? Remember that your readers will never know your characters the way you do. It’s your job as an author to make them care so much they can’t stop turning pages to see what happens to those characters.

But we don’t only read a story to find out what happens to people in a vacuum. We want to know their entire world. Where they live. How they live inside it. Who else lives there? What do they do every day? What danger/trouble/conflict are they in, why are they in it, and how are they going to resolve it?

Depending on the genre, readers will want to understand the history of your world as well. Some questions to consider are how did this world get to this point? Was it a natural evolution caused by politics or war? In other words, how did these people come to live the way they do at this moment in time?

Obviously this is easiest to do when writing a contemporary story, set in a city everyone is familiar with. Or at least one that everyone recognizes. Be careful, though, if you don’t live there or have never been there. Make sure to research local customs, language, and idiosyncratic phrases and such. Because you can bet readers will spot mistakes if you don’t. Talk to people who live there and who grew up there, ideally. Incorporate the local history and way of speaking into your story. It will give your story authenticity.

The same goes for writing an historical story. You might not be able to talk to anyone in that instance, so lots and lots of research will become your best friend. Because again, if you don’t get your facts straight, someone will call you out on it.

But what if you’ve made up the city or have set your story in a fantasy world? Just be sure your city or other setting functions as a society in some way. Is this a place where people live and work? Where they shop? Where there is trade or industry to generate income? What is the infrastructure like? How do they get food and clothing? How do they travel? What work do they do? Who rules them or makes their laws? Don’t forget to consider things like roads, modes of transportation, schools, churches, government, law enforcement, and civic organizations.

When I went to my very first writing conference about ten years ago, I remember one of Siren-BookStrand’s best selling authors at the time teaching a class on how to write a long-running series. They were all the rage in erotic romance back then. She said one thing that stuck with me to this day: treat your town as its own character. In other words, give the town a history, a personality, quirks, trivia, gossip, etc.

Do this with your setting, no matter what that setting is. It really works. Trust me on this one. My Racy Nights series as Tara Rose with Siren still sells, and I wrote the last book in that series five years ago. All because I followed that author’s advice and made Racy, Indiana an entity all its own. I incorporated the town history and its first settlers’ history into the stories. I developed the aura of the town carefully through each book in that fifteen-book series. And it worked. My readers loved it. They wanted to live in Racy! LOL!

Okay. Now you understand why to build your world. But how do you do it?

World building should be invisible. It should flow in the details of everything else going on. Action, reaction, inner monologue, and external dialogue. The last thing you want to do is stop the story to give your readers a few pages of history or info dumping. World building needs to be seamless.

If you’re writing a completely fictional world, such as setting your story in a fantasy world or on another planet, you have an even bigger task ahead of you to ground your readers, and at the same time, begin to build this world in which your story is set.

This is where description comes in. Too much, and you will bore your readers. The story will be over-written. Too little, and your readers may become confused. You need to find a balance. Subtle ways to weave description and build the world at the same time are often best achieved through dialogue.

We will visit dialogue separately in a later CC post, but for now remember the Big Three when it comes to dialogue. It should give the reader new information, show characterization, and move the story forward.

You can use dialogue effectively to describe a scene and build your world at the same time, as long as you’re careful not to make it obvious you’re doing so. You want to avoid those “As you know, Bob…” moments where characters are discussing something the reader knows they know, but they’re describing it in detail anyway because you, as the writer, can’t think of another way to get the information on the page.

Let’s make up an example. Suppose you’re writing a story that’s set on another planet. One that has a comparable atmosphere to Earth’s, so people don’t need any special equipment to live on it. You want your readers to know where we are, why people from Earth are there, whether they have taken it over or are co-existing with the native inhabitants, whether this is a peaceful co-existence or if there were wars that led to it, and how day-to-day life goes on there.

You also eventually want them to know what happened to Earth. Did it blow up? Did it get too crowded? Did global warming destroy it for human life? And how far in the future are we? How did we find this other planet? How did we get people there? How many did we get there? And who was chosen if we had to do it in a hurry and couldn't take everyone?

All of this is background information, unless your story starts with planet Earth in danger. It’s information you need as a writer, but you certainly don’t want to start this story with a lengthy, detailed prologue, or with pages and pages of info dumping.

Instead, you want to identify the main conflict your POV character is in. Let’s write something on the fly to use as an example…

Our POV character is an agricultural analyst whose job is to study new ways of manufacturing food on this alien planet. She was born on Earth and came to this planet – let’s call it Terra for lack of time for me to think of a better, less-used name – five years ago in one of the first ships that transported people. Let’s make her unmarried, no family left, thirty, and she has two impressive degrees which make her more than qualified to do this job. Since she’s been here five years, she earned these degrees on Earth, but her talents transferred to the new world.

Her name is Lisa, and she reports directly to the Vice Minister of Agriculture for Sector Eight, where Lisa lives and works. Sector Eight is mainly urban, and about one million people live in it.

Lisa has discovered an anomaly in a random, routine soil test that leads her to believe a fungal growth they’ve been able to control before now is causing crops to wither and dry up before harvest time at an increasingly alarming rate. It’s driving up food prices and causing people to buy from greenhouse farmers as opposed to open field farmers.

The greenhouses are controlled by the native government representatives, and it’s big business for them. When the Earthlings came to the planet and started growing food out in the open, they were good at it. The food tasted better, and the native parent companies who owned the greenhouses began losing profits. Lisa suspects they are now doing something to the fields to make the fungus stronger and more prolific, but she can’t get anyone to listen to her. On top of that, she now has reason to suspect her boss, a native, is no longer neutral as he’s supposed to be in his administrative position.

Whew! So we have a sci-fi political thriller here, with a heroine who could easily find herself dead if she isn’t careful. How do we build this world and communicate all that information to the reader, without an info dump in the first few pages? Technically, I suppose you could just do what I did up there, but wouldn’t it be a more exciting, intriguing story if you led your readers into it slowly? Because what I just did up there is not a story. It’s a loose synopsis and it needs work. And no one wants to read a book that begins like that.

There are several approaches to starting a story like this. One might be to have Lisa watching or listening to a news story about the fungus. Local Earth farmers are perplexed kind of thing. But that’s akin to having a character sit around and think about their existence at the start of a story. Not very engrossing. BORING, in fact.

Perhaps Lisa could be sitting with a friend having breakfast or coffee (and yes of course in my world there is coffee! LOL!), and the friend could toss down her bagel in disgust, saying how crappy it tastes. Maybe the friend is also from Earth, and Lisa trusts her. She has never confided in anyone before about her dilemma, but that news story she heard this morning has her really spooked so she spills the beans to her friend, after summarizing the news story.

Maybe the friend heard the story, too, and that is what sparks their conversation and Lisa’s confession that she knows something is wrong, but she doesn’t know what to do about it.

We weaved in the news story after all, because without it, Lisa’s confession might come out of nowhere and that’s never a good idea. You want clear motivation for your character’s thoughts and actions, or your readers might not believe them.

With the right dialogue, we’ll be able to ground the reader in the Who, What, When, Where, and Why of Lisa’s conflict. BAM. If we’re really good at this, we will weave in just enough description such as the people sitting around Lisa and her friend she’s careful to make sure aren’t listening, or the man across the street at the bus stop wearing a large pair of head phones – what music is he listening to, the pair wonder as they chuckle at the size of the head phones.

You could use him as great foreshadowing here, in fact. He’s not listening to music. He’s listening to Lisa’s conversation, but the reader doesn’t know that yet and obviously neither does Lisa. We won’t see this character again for a while, but because you’ve made him part of that initial conversation that is setting up the plot, grounding your readers, and setting up Lisa’s main conflict, they will remember him at the appropriate time.

As we continue the conversation, the world in which Lisa and her friend live and work becomes alive for us through careful insertion of action and reaction, others around them, noises, snippets of others’ conversation, and a few key descriptive words about their surroundings. You don’t need a lot. The focus of this scene is to set the story, begin to build the world, set up Lisa’s conflict, and ground your readers. And because you’re writing a thriller, you want the pacing tight and quick. This isn’t the place for long-winded political rants or flowery descriptions of sidewalks and buildings.

This is only one example of how to incorporate world building and description, using other elements of the craft such as dialogue and characterization at the same time. But I hope you can see how all of this fits together like a puzzle. If one piece is even slightly out of place, the entire thing simply doesn’t look right. But if you move that one piece a millimeter or two, the larger picture suddenly becomes clear.

It’s also about economy of words. You want to make every word in your story count. Each one needs a purpose, just as each scene needs a purpose. The same is true of description.

In our example, make sure there’s a reason to draw attention to those head phones in the first place. A better reason than Lisa simply glances out the window for a second.

Maybe Lisa even has a shiver run down her spine when she spots the man, though she has no idea why. Again, you’re using this as foreshadowing, so it’s okay to tease your readers just a tiny bit. Not too much, or they will still be thinking about the head phones when Lisa and her friend have moved on, and you want them focused on the conversation. Not on your plot devices.

All right. That’s it! Let’s discuss!
 
Nice post @Carol Rose

Getting world building right is a real skill and I admire writers that can do this well. These info dumps seem to be very prevalent in Sci-fi and Fantasy and I often note writers in these genres on pop-ups make this 'info dump' mistake. I got it completely wrong on my first novel and did a big old info dump at the start and it just bores the hell out of readers.

Readers tend to identify with a character or conflict more than a bucket load of information. As Carol has shown above, having a character experience the world, is a much better way of introducing readers to key concepts in your world.

It's quite cold, but I think it's important to remember that your world isn't real. You could write an incredibly detailed history of your world, but, as it's not real, fictional histories only matter to a reader who's invested in that world and the easiest way to get a reader to invest in a world, is to get them to invest in the characters. Once they care about your characters the world they live in will be important to your reader.

I think the other big challenge with world building is to explain stuff without explaining it. If a character starts openly explaining something that's part of their everyday life it feels jarring. No one gets into a car and starts explaining to their passenger how to drive, so why would a 'Pentalathorium miner' suddenly start explaining his job and the complexities of mining to someone else in a story?

Writers need to set up scenarios to explain key concepts naturally without them seeming jarring. I've started reading Dune recently and I'm really impressed by how Herbert uses jargon so naturally to deliver information. In addition, by having the Aterides household being transferred to Arrakis it allows key information about the planet and its inhabitants be conveyed to the characters (and thus the reader) without it seeming contrived.
 
Nice post @Carol Rose

Getting world building right is a real skill and I admire writers that can do this well. These info dumps seem to be very prevalent in Sci-fi and Fantasy and I often note writers in these genres on pop-ups make this 'info dump' mistake. I got it completely wrong on my first novel and did a big old info dump at the start and it just bores the hell out of readers.

Readers tend to identify with a character or conflict more than a bucket load of information. As Carol has shown above, having a character experience the world, is a much better way of introducing readers to key concepts in your world.

It's quite cold, but I think it's important to remember that your world isn't real. You could write an incredibly detailed history of your world, but, as it's not real, fictional histories only matter to a reader who's invested in that world and the easiest way to get a reader to invest in a world, is to get them to invest in the characters. Once they care about your characters the world they live in will be important to your reader.

I think the other big challenge with world building is to explain stuff without explaining it. If a character starts openly explaining something that's part of their everyday life it feels jarring. No one gets into a car and starts explaining to their passenger how to drive, so why would a 'Pentalathorium miner' suddenly start explaining his job and the complexities of mining to someone else in a story?

Writers need to set up scenarios to explain key concepts naturally without them seeming jarring. I've started reading Dune recently and I'm really impressed by how Herbert uses jargon so naturally to deliver information. In addition, by having the Aterides household being transferred to Arrakis it allows key information about the planet and its inhabitants be conveyed to the characters (and thus the reader) without it seeming contrived.

Well said! Exactly. :)
 
give the town a history, a personality, quirks, trivia, gossip, etc.

What a great idea! Such a great post, thanks for such detailed advice :)

This is something I'm conscious of, especially as I'm writing fantasy. If possible, any "feature" of my world, I try to show at least two uses for it. If I can't show it's use twice, then unless it serves another purpose, it goes (there's no use for pretty phrases if they don't tell the reader SOMETHING).

At present, I'm actually trying to work into natural conversation details of a past War, so I have to show which characters would know this, if they don't know, why don't they? And I ask: is this particular element of worldbuilding common knowledge?
 
What a great idea! Such a great post, thanks for such detailed advice :)

This is something I'm conscious of, especially as I'm writing fantasy. If possible, any "feature" of my world, I try to show at least two uses for it. If I can't show it's use twice, then unless it serves another purpose, it goes (there's no use for pretty phrases if they don't tell the reader SOMETHING).

At present, I'm actually trying to work into natural conversation details of a past War, so I have to show which characters would know this, if they don't know, why don't they? And I ask: is this particular element of worldbuilding common knowledge?

You're so welcome! Yes, I loved that idea as soon as she said it, and once she did, a light bulb went off. :) After all, especially when we grow up in a town, its heritage, history, and people are part of what shape who we become. It stands to reason that would affect any characters also living and working in the town. And if they're newbies, they would learn about the town's history from the people who lived there.

I think that's a great idea you have about asking that question. After all, we created the world so we know everything about it. The challenge is to give our readers that info without it being obvious we're doing so. :)
 
I love this @RK Capps:
if they don't know, why don't they?
'Why don't they know?' That in itself opens up all sorts of possibilities, and not just plot wise to create an intrigue. Like you say, the reason for 'not knowing' means something.

Also, we get to know something by getting to know what it's not, eliminating the possibilities of what it could be. A bit like a meaningful pause, and a bit like not saying something, and trusting the reader to fill the gaps. The 'not knowing' gives us a frame work. We know it's not yellow, we know it's not green, we know it's not red. That somehow helps define it.

Isn't there a theory that in order to know who you are, we need to find out who we're not (or did I just make that up?)

And I agree with this:
having a character experience the world,
The way the characters act within the world shows us its workings. 'They were driving along the highway and he thought: speed up, you stupid thing. The car shot forward and reached 200kph.' Now we know thoughts affect cars.
 
This following is partly a setting thing, and I'm probably waffling about the obvious, but for worldbuilding and description, I always try to use all the senses of the characters, the smells, sights (inc. light), the sounds, the atmosphere, and how the people feel about it and react to it. Someone moaning about the constant sewage smell gives some kind of idea that the world (or at least the place) they live in is probably polluted. Opening a novel with this kind of thing gives a feel to the story, i.e. a sewage smell has a very different world context than the smell of a forest in the rain.

I'm not generally a fan of descriptive paragraphs and if a book starts with describing the desert at night (the stars to eternity, blahddy blah), I tend to give up. But if a book starts with the way they experience that desert and why they're there, then I'm more likely to be gripped. I think it makes for a more gripping reading if we show the world through the character's eyes up close; how they feel about it.
 
This following is partly a setting thing, and I'm probably waffling about the obvious, but for worldbuilding and description, I always try to use all the senses of the characters, the smells, sights (inc. light), the sounds, the atmosphere, and how the people feel about it and react to it. Someone moaning about the constant sewage smell gives some kind of idea that the world (or at least the place) they live in is probably polluted. Opening a novel with this kind of thing gives a feel to the story, i.e. a sewage smell has a very different world context than the smell of a forest in the rain.

I'm not generally a fan of descriptive paragraphs and if a book starts with describing the desert at night (the stars to eternity, blahddy blah), I tend to give up. But if a book starts with the way they experience that desert and why they're there, then I'm more likely to be gripped. I think it makes for a more gripping reading if we show the world through the character's eyes up close; how they feel about it.

Excellent points! And yes, that's a perfect way to world build and show characterization at the same time. :)
 
Great post, Carol, as always! :)

Writers need to set up scenarios to explain key concepts naturally without them seeming jarring.
I think this is the crux of it. Easy to say but hard to do! And as Carol has said, what you can get away with depends a lot on your genre and audience.

A couple of examples, that I like, using memory, the first from a fantasy novel, Ship of Magic by Robin Hobb:

Althea reached overhead to press her hands against the exposed timbers of the Vivacia's body. She could feel the near-life of the ship thrumming through them. It was not just the vibration of the wood as the ship cut the water, it was not even the thud of the sailors' feet on the decks or their gull cries as they sang out in response to the mate's commands. It was the life of the Vivacia herself, so close to waking.
The Vivacia was a liveship...​
[Two long paragraphs follow explaining what a liveship is, how they work and their place in the world, and that the death of Althea's father will turn the ship into a sentient being – a process Hobb calls quickening]
[...]​
And now there only remained her father's death to complete the quickening. As always, Althea felt a rush of conflicting emotions when she considered it. The thought of her father dying filled her with dread and horror. It would devastate her for her father to be gone. And if he died before she reached her majority, and authority over her fell to her mother and Kyle [her brother-in-law]... she hastily pushed the thought away, rapping her knuckles against the wood of the Vivacia to ward off the ill luck of thinking such a bad thing.


I think what's interesting about this excerpt is how Hobb dresses up what is essentially an info dump as a character's knowledge and memory, and then bookends it with action. This kind of thing is common in fantasy, and readers will go with it – when it's done well – as the worldbuilding itself is a major part of the attraction.


The second example is from the opening of The Narrow Road to the Deep North by Richard Flanagan:

Why at the beginning of things is there always light?
Dorrigo Evans' earliest memories were of sun flooding a church hall in which he sat with his mother and grandmother. A wooden church hall. Blinding light and him toddling back and forth, in and out of its transcendent welcome, into the arms of women. Women who loved him. Like entering the sea and returning to the beach. Over and over.
Bless you, his mother says as she holds him and lets him go. Bless you, boy.
That must have been 1915 or 1916. He would have been one or two. Shadows came later in the form of a forearm rising up, its black outline leaping in the greasy light of a kerosene lantern. Jackie Maguire was sitting in the Evanses' small dark kitchen, crying. No one cried then, except babies. Jackie Maguire was an old man, maybe forty, perhaps older, and he was trying to brush the tears away from his pockmarked face with the back of his hand. Or was it with his fingers?
Only his crying was in Dorrigo Evans' memory fixed. It was a sound like something breaking. Its slowing rhythm reminded him of a rabbit's hind legs thumping the ground as it is strangled by a snare, the only sound he had ever heard that was similar. He was nine, had come inside to have his mother look at a blood blister on his thumb, and had little else to compare it to. He had seen a grown man cry only once before when his brother Tom returned from the Great War in France and got off the train. He had swung his kitbag onto the hot dust of the siding and abruptly burst into tears.


This opening blows me away, there's so much going on here. From a worldbuilding point of view, it's all the little details that show us exactly where we are: a wooden church hall, the greasy light of a kerosene lamp and the small dark kitchen that show us Dorrigo's humble origins; the memory of a rabbit's hind legs thumping the ground as it is strangled by a snare and the mention of the hot dust of the siding that tell of a rural location and the season; the dates 1915 or 1916 and the explicit mention of the Great War in France that give us our time period; the fact that Dorrigo's brother Tom was a grown man when Dorrigo could have been no more than four-years-old speaks of a large family, which gives more insight into this world; and the killer line No one cried then, except babies – that tells us everything we need to build a picture of this community and the people in it. I stand in awe of how much is transmitted here with so few words. And it's also full of character and foreshadowing, but that's another story...
 
Great post, Carol, as always! :)


I think this is the crux of it. Easy to say but hard to do! And as Carol has said, what you can get away with depends a lot on your genre and audience.

A couple of examples, that I like, using memory, the first from a fantasy novel, Ship of Magic by Robin Hobb:

Althea reached overhead to press her hands against the exposed timbers of the Vivacia's body. She could feel the near-life of the ship thrumming through them. It was not just the vibration of the wood as the ship cut the water, it was not even the thud of the sailors' feet on the decks or their gull cries as they sang out in response to the mate's commands. It was the life of the Vivacia herself, so close to waking.
The Vivacia was a liveship...​
[Two long paragraphs follow explaining what a liveship is, how they work and their place in the world, and that the death of Althea's father will turn the ship into a sentient being – a process Hobb calls quickening]
[...]​
And now there only remained her father's death to complete the quickening. As always, Althea felt a rush of conflicting emotions when she considered it. The thought of her father dying filled her with dread and horror. It would devastate her for her father to be gone. And if he died before she reached her majority, and authority over her fell to her mother and Kyle [her brother-in-law]... she hastily pushed the thought away, rapping her knuckles against the wood of the Vivacia to ward off the ill luck of thinking such a bad thing.


I think what's interesting about this excerpt is how Hobb dresses up what is essentially an info dump as a character's knowledge and memory, and then bookends it with action. This kind of thing is common in fantasy, and readers will go with it – when it's done well – as the worldbuilding itself is a major part of the attraction.


The second example is from the opening of The Narrow Road to the Deep North by Richard Flanagan:

Why at the beginning of things is there always light?
Dorrigo Evans' earliest memories were of sun flooding a church hall in which he sat with his mother and grandmother. A wooden church hall. Blinding light and him toddling back and forth, in and out of its transcendent welcome, into the arms of women. Women who loved him. Like entering the sea and returning to the beach. Over and over.
Bless you, his mother says as she holds him and lets him go. Bless you, boy.
That must have been 1915 or 1916. He would have been one or two. Shadows came later in the form of a forearm rising up, its black outline leaping in the greasy light of a kerosene lantern. Jackie Maguire was sitting in the Evanses' small dark kitchen, crying. No one cried then, except babies. Jackie Maguire was an old man, maybe forty, perhaps older, and he was trying to brush the tears away from his pockmarked face with the back of his hand. Or was it with his fingers?
Only his crying was in Dorrigo Evans' memory fixed. It was a sound like something breaking. Its slowing rhythm reminded him of a rabbit's hind legs thumping the ground as it is strangled by a snare, the only sound he had ever heard that was similar. He was nine, had come inside to have his mother look at a blood blister on his thumb, and had little else to compare it to. He had seen a grown man cry only once before when his brother Tom returned from the Great War in France and got off the train. He had swung his kitbag onto the hot dust of the siding and abruptly burst into tears.


This opening blows me away, there's so much going on here. From a worldbuilding point of view, it's all the little details that show us exactly where we are: a wooden church hall, the greasy light of a kerosene lamp and the small dark kitchen that show us Dorrigo's humble origins; the memory of a rabbit's hind legs thumping the ground as it is strangled by a snare and the mention of the hot dust of the siding that tell of a rural location and the season; the dates 1915 or 1916 and the explicit mention of the Great War in France that give us our time period; the fact that Dorrigo's brother Tom was a grown man when Dorrigo could have been no more than four-years-old speaks of a large family, which gives more insight into this world; and the killer line No one cried then, except babies – that tells us everything we need to build a picture of this community and the people in it. I stand in awe of how much is transmitted here with so few words. And it's also full of character and foreshadowing, but that's another story...

Great examples! Thank you for sharing them. :)
 
Nice post @Carol Rose

Getting world building right is a real skill and I admire writers that can do this well. These info dumps seem to be very prevalent in Sci-fi and Fantasy and I often note writers in these genres on pop-ups make this 'info dump' mistake. I got it completely wrong on my first novel and did a big old info dump at the start and it just bores the hell out of readers.

Readers tend to identify with a character or conflict more than a bucket load of information. As Carol has shown above, having a character experience the world, is a much better way of introducing readers to key concepts in your world.

It's quite cold, but I think it's important to remember that your world isn't real. You could write an incredibly detailed history of your world, but, as it's not real, fictional histories only matter to a reader who's invested in that world and the easiest way to get a reader to invest in a world, is to get them to invest in the characters. Once they care about your characters the world they live in will be important to your reader.

I think the other big challenge with world building is to explain stuff without explaining it. If a character starts openly explaining something that's part of their everyday life it feels jarring. No one gets into a car and starts explaining to their passenger how to drive, so why would a 'Pentalathorium miner' suddenly start explaining his job and the complexities of mining to someone else in a story?

Writers need to set up scenarios to explain key concepts naturally without them seeming jarring. I've started reading Dune recently and I'm really impressed by how Herbert uses jargon so naturally to deliver information. In addition, by having the Aterides household being transferred to Arrakis it allows key information about the planet and its inhabitants be conveyed to the characters (and thus the reader) without it seeming contrived.
Thanks for this, Carol. "World building needs to be seamless" is spot on. Writing is damn difficult, and advice is always helpful, especially when clearly explained.
 
I've recently been listening to audiobooks as a way to engage my mind while spinning or knitting. What I've noticed is how different genres vary in terms of their world-building and description. I never realised how much I skim-read long descriptions and back-story until I was forced to listen to them all in an audiobook. Boy, do some authors go on! I always have my husband read my novels aloud to me as one of my editing passes, and now I'm convinced it might be the best thing I do from an editing standpoint. Reading aloud shines a spotlight on info dumps, pointless descriptions, and overly didactic dialogue.
 
I've recently been listening to audiobooks as a way to engage my mind while spinning or knitting. What I've noticed is how different genres vary in terms of their world-building and description. I never realised how much I skim-read long descriptions and back-story until I was forced to listen to them all in an audiobook. Boy, do some authors go on! I always have my husband read my novels aloud to me as one of my editing passes, and now I'm convinced it might be the best thing I do from an editing standpoint. Reading aloud shines a spotlight on info dumps, pointless descriptions, and overly didactic dialogue.

Yes, reading aloud is an excellent way to spot those types of things in your work. :)
 
@Robinne Weiss That's true, it does depend on the narrator. So far, I've been lucky. I've just found someone I really like - Katy Sobey. She records in England, so I'm guessing she's English. I have to limit myself to one book a month or I'll send us broke. I just finished my latest one in 2 days.
 
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