Okay, so I’ve been hard at work on my second novel. It’s another dystopian-type novel, and I decided to include a song that would have an impact on my MC as the story progresses.
But see, my society is a brainwashing society, and well, music doesn’t really fit into that very well. Which, of course, got me thinking about music and the impact it can have on a culture.
And after a lot of thought and struggling to figure out how to include this song in my book, I realized something else. I was worldbuilding.
Worldbuilding includes so much more than just city names and setting. It takes the little things, like music and food and dress and cultural things, and brings them to life so that your readers can really feel established in a world not that different—but completely different—from their own.
And so I took a few minutes (okay, hours) to really think about music and it’s role in my invented culture. I think the book will be better for it.
What do you think? Can you think of any examples where the “little things” have added another dimension to a book? For me, I’m thinking of MATCHED by Ally Condie, simply because it’s the last one I read and I really liked what she did with the Hundred Poems and the Hundred Songs and such.
And what do you think our music of today says about our culture?
Showing posts with label world-building. Show all posts
Showing posts with label world-building. Show all posts
Building Your World
So everyone has been giving writing tips this week. They've all said some really great things, and I color myself lucky to be blogging with them. I'm going to talk a little bit about world-building. Not like, full-blown into it or anything, but just a few tips I've learned as I've penned my novels that occur in different worlds.
1. Start slow and small. I know, I know, This goes against everything you've ever heard. But when you're building a world, it's a delicate balance. You don't want to A) drop your reader into a world they can't figure out or B) take the crucial first pages to explain everything.
You just need to give me enough to know that the world I'm reading operates by different rules. I need time to figure out how things work, so give me something but not too much.
Let's compare to the movie Monsters, Inc. (Yeah, okay, I've seen it about 40 times this week. Thank you, OnDemand.) It starts out with a child sleeping in bed. Then a monster comes in--this is a hint that we're in a different world. Then we get a glimpse of what the monsters do.
Cut to Sully. He's the top scarer. And the next few minutes are SLOW, as Mike and Sully walk to work. We learn there's a scream shortage. They "stalk" instead of "walk" across the street. And we get to see all the different monsters.
The movie starts slow and small, acclimating you to the new world. You should do that in your book too.
2. Lead me along. This is an aspect of any good storytelling, but especially when building a new world/culture. Place clues and new-world items in key spots to draw attention to them. Take my hand and lead me through the story.
Not push. Not pull. Lead.
In Monsters, Inc. I'm led from beginning to end. I don't like Randall, because he bullies Mike. I find myself drawn to Boo, because Sully is. Just as Beth said in her post, make me care about the characters. Give me world-building stuff when I need it. Lead me.
3. Assume the reader will need to be told. Again, you've probably heard the opposite of this. But when world-building, make sure that if things are important to your character, your laws, your world, that you let the reader know explicitly. We don't exist in your world. You, as the author, know much more than we do. So tell us what we need to know. Just don't tell us twice.
In Monsters, Inc. Mr. Waternoose comes right out and says that his monsters will go into children's rooms, because they need the screams to power their city. We have to be told that in no uncertain terms. Then, later, after his technician says, "We've lost 58 doors this week," Mr. Waternoose comes right out and says, "Kids these days. They just don't get scared the way they used to."
This is vital information we need to know that drives the plot forward.
Okay, enough Monsters. Have you had to write a new world before? What tips do you have to add to these?
1. Start slow and small. I know, I know, This goes against everything you've ever heard. But when you're building a world, it's a delicate balance. You don't want to A) drop your reader into a world they can't figure out or B) take the crucial first pages to explain everything.
You just need to give me enough to know that the world I'm reading operates by different rules. I need time to figure out how things work, so give me something but not too much.
Let's compare to the movie Monsters, Inc. (Yeah, okay, I've seen it about 40 times this week. Thank you, OnDemand.) It starts out with a child sleeping in bed. Then a monster comes in--this is a hint that we're in a different world. Then we get a glimpse of what the monsters do.
Cut to Sully. He's the top scarer. And the next few minutes are SLOW, as Mike and Sully walk to work. We learn there's a scream shortage. They "stalk" instead of "walk" across the street. And we get to see all the different monsters.
The movie starts slow and small, acclimating you to the new world. You should do that in your book too.
2. Lead me along. This is an aspect of any good storytelling, but especially when building a new world/culture. Place clues and new-world items in key spots to draw attention to them. Take my hand and lead me through the story.
Not push. Not pull. Lead.
In Monsters, Inc. I'm led from beginning to end. I don't like Randall, because he bullies Mike. I find myself drawn to Boo, because Sully is. Just as Beth said in her post, make me care about the characters. Give me world-building stuff when I need it. Lead me.
3. Assume the reader will need to be told. Again, you've probably heard the opposite of this. But when world-building, make sure that if things are important to your character, your laws, your world, that you let the reader know explicitly. We don't exist in your world. You, as the author, know much more than we do. So tell us what we need to know. Just don't tell us twice.
In Monsters, Inc. Mr. Waternoose comes right out and says that his monsters will go into children's rooms, because they need the screams to power their city. We have to be told that in no uncertain terms. Then, later, after his technician says, "We've lost 58 doors this week," Mr. Waternoose comes right out and says, "Kids these days. They just don't get scared the way they used to."
This is vital information we need to know that drives the plot forward.
Okay, enough Monsters. Have you had to write a new world before? What tips do you have to add to these?
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