How I Design: Worldbuilding (Part 1)

Thought this might be an interesting series. I’ll cover a few different things that I’ve had come up, share my thought processes.

Worldbuilding is, broadly, the first step of design. I don’t mean the art term, though that’s crucially important, I mean the process of coming up with a setting from scratch. I tend to have a meet-in-the-middle approach to this, where I take both really big picture concepts and really fine details as opposite ends of the spectrum and build towards the center.

Here’s an example of the process. I’m coming up with this from whole cloth as I type, so it’s going to be half-baked. I just want to give a sense of the process.

First: what genre? For this example, I’m going to go with near-future modern supernatural. Magic in a modern setting. New York warlocks and Texan sorcerers. Gritty spy themes– the Bourne Identity with wizards. I like to define the concept in three or four different ways in my head in order to get a more three-dimensional high concept and not get stuck on a single thought.

Next, holding the genre in my head, I want fine details. I envision trailers when I think of this, what are the little unique details that will pique people’s interest? Magic as zero-sum energy manipulation, requiring a power source to function. Fonts of power all over the world, waiting to be tapped by world travelers. Mage-gangs in cities, leaving territory markings disguised as graffiti. Magic is commonplace enough to be recognizable. Ethereal dampeners scattered through major population centers, built into ubiquitous fixtures like lampposts, power lines, and roads, to suppress magic and keep people safe. Supernatural Crimes Divisions in major police departments. I come up with tons of these, little flashes of concept, the kind of thing you could flash in a trailer or make a quick sketch of.

When I’ve got the two extreme ends of the spectrum created, I start figuring out how the audience is interacting with the world. This is really a question of medium more than anything. Is this a short story? A movie? A tabletop RPG? A video game? I save this for a little later, because occasionally I’ll come up with setting ideas that don’t have a specific medium, and I can set them aside until I have a use for them. Once I know how I want to use the setting, I can pare down the genre and the details to better fit the medium I’m working in. I used to think of the medium first, since I figured that was the most important piece, and I’ve wound up feeling like I tend to give the genre and the details short shrift when I’m already thinking ahead to how my audience is going to react. I narrowly focus my concepts too much, and I think the end result is weaker for it. Going into the process expecting everything to change is important, but making changes before anything can crystallize is like stirring the cake batter while the cake is in the oven.

As an example: In the above idea, if I started the process by thinking “I’m making a video game”, I would immediately start thinking of spaces to move around in and flashy spell effects, and interactive details like gameplay. I would tend to skip over some of the scene-setting stuff; certainly having a bunch of gangs putting up territorial graffiti wouldn’t really surface, or would be quickly dismissed as “too complicated” or “not enough gameplay”.

On the other hand, fixing on that concept, I can now imagine a stealth game, where the player plays an undercover wizard who is either a member of a gang or is investigating the gangs, and who has a lot of subtle and not-so-subtle magic to find contacts and manipulate the environment. Overt magic use (where the public can see) is verboten, but subtle magic can be used. A mix of mundane and supernatural elements on the player’s side, along with some environmental concepts. The magic suppressors make for both interesting obstacles and traps for enemies, letting the player fight more powerful, less inhibited enemies in public spaces on more even footing.

In a similar vein, if I’ve come up with this concept and it’s being used for a tabletop game, I’m looking at paring back the details in a different way. The graffiti is a way of collecting information for my players, though the suppressors allow the same tug-of-war between obstacle and opportunity, and vary the encounters significantly. Subtlety in magic use would play a much more significant role with farther-reaching consequences, whereas in a video game the consequences will likely be more localized, more immediate, and more directly remedied.

I’ve now answered the three main questions:

  1. What’s the high concept?
  2. What are some sticky details?
  3. How does the audience experience the world?

With this, I can start working towards the middle. The mage-gangs need to have started somewhere. If they’re gangs, we’re talking about magic being broad and poorly-controlled, not necessarily a mark of privilege. Enough magic users slip through the cracks for territory to be claimed. Is there a “legitimate” mage organization? How do magic users learn? Perhaps mage-gangs are more numerous, but “legitimate” mages are better trained and more powerful, but largely uninterested in the workings of the gangs? How do these two classes interact, if at all?

The suppressors came from somewhere. Magic researchers coming up with technology to suppress magic, with the influence to have their designs installed ubiquitously? How ubiquitously? Is there a secretive, far-reaching cabal, like Vampire: the Masquerade, or is magic known to the populace and the suppressors a tool to even the scales so there isn’t a panic? This neatly fits the Supernatural Crimes Divisions into the concept, as a governmental agency.

How long has magic been around? With cultural and technological emplacements like police forces, gangs, and installed magic suppressors, we’re talking about decades at least. What kind of history do we have here? This is the point where I start drilling down from the high concept to the ground, using the details as anchor points. Each detail has to fit into the world and have a history, or it’s going to feel tacked-on. These histories are what will shape my characters. If I’ve had a character concept spring up, the histories help shape that character and flesh them out.

It’s from here that I work out the day-to-day existence of the world.

I have a new set of questions, now:

  1. What is the status quo?
  2. How long has the status quo been in effect?
  3. What happened before the status quo?
  4. What kinds of people exist in the setting?
  5. What does daily life look like for the different kinds of people? Specifically, how does it differ from my everyday?
  6. Does the status quo need changing?
  7. Am I going to change it?

These all help shape the setting, and start looking forward to the narrative. I also want to know, at this point, what the setting will do if the audience never interacts with it. Events will play out and either continue as-is or change significantly, which gives me a starting point to determine what sorts of goals the audience should have. Is the audience rooting for the status quo, or are they advocates of change? How resistant is the world to being changed?

All of these help build the world, and give me a foundation for a narrative. The fewer of these questions I’ve answered and fleshed out, the more plot holes I’m going to find later and have to patch. From here, I can start working on the next step: the Chapter.

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