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#[ worldbuilding :: a world created by the elements ]
nanashinana · 11 months
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Okay so I finished the series and I was kinda really mid about the ending, which was nice given the characters and Mash, but I just felt kinda... empty? Like not in the way where you’re like “this was an amazing manga and now I don’t know what to do with my Sundays anymore” but more like “... that’s it?”
There was just a lot to the world that was left not talked about, like things that just appear and they just accept it. Dot’s Ira Kreuz and Abyss’ Evil Eye are the first thing that came to mind. Also the fact that there are so many double liners in the series when they’re supposed to be rare? But that could be explained by the fact this is an academy for magic. 
Anyways so I’m rewriting the story-
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aria0fgold · 1 month
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The temptation of doing worldbuilding for Alec and Ray's world but also the exasperation from reworking their story FROM THE VERY BEGINNING cuz of how closely tied their stories are with the current world they're living in (which is just modern earth) and I'm like, every day I think bout wanting to worldbuild to make the story a bit Easier for me but at the same time, I also just am not prepared to rewrite practically everything about their stories.
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deception-united · 2 months
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Let's talk about worldbuilding.
Worldbuilding is a crucial aspect of writing fiction, particularly in genres like fantasy and science fiction.
Remember that worldbuilding is a dynamic process that evolves as you write. Don't be afraid to experiment and make changes to your world as needed to serve the story.
Here are some tips to help you build a rich and immersive world:
Start with a Core Concept: Every world begins with an idea. Whether it's a magic system, a futuristic society, or an alternate history, have a clear concept that serves as the foundation for your world.
Define the Rules: Establish the rules that govern your world, including its physical laws, magic systems, societal norms, and cultural practices. Consistency is key to creating a believable world.
Create a Detailed Map: Optional, but helpful. Develop a map of your world to visualise its geography, including continents, countries, cities, and landmarks. Consider factors like climate, terrain, and natural resources to make your world feel authentic.
Build a History: Develop a rich history for your world, including key events, conflicts, and historical figures. Consider how past events have shaped the present and influenced the cultures and societies within your world.
Develop Cultures and Societies: Create diverse cultures and societies within your world, each with its own beliefs, traditions, languages, and social structures. Explore how different cultures interact and conflict with one another.
Flesh Out Characters: Populate your world with memorable characters who reflect its diversity and complexity. Consider how their backgrounds, motivations, and personalities are shaped by the world around them. (See my post on character development for more!)
Consider Technology and Magic: Determine the level of technology and the presence of magic in your world, and how they impact daily life, society, and the overall narrative.
Think about Economics and Politics: Consider the economic systems, political structures, and power dynamics within your world. Explore issues like inequality, governance, and social justice to add depth to your worldbuilding.
Show, Don't Tell: Instead of dumping information on readers, reveal details about your world gradually through storytelling. Show how characters interact with their environment and incorporate worldbuilding seamlessly into the narrative.
Stay Consistent: Maintain consistency in your worldbuilding to ensure coherence and believability. Keep track of details like character names, historical events, and geographic locations to avoid contradictions.
Leave Room for Exploration: While it's essential to have a solid foundation for your world, leave room for discovery and exploration as you write. Allow your world to evolve organically and be open to new ideas and possibilities.
Revise and Edit: Carefully review your worldbuilding to identify any inconsistencies, plot holes, or contradictory elements. Pay attention to details such as character backgrounds, historical events, and the rules of your world's magic or technology. Make necessary revisions to resolve any issues and maintain the integrity of your worldbuilding.
Happy writing!
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elbiotipo · 1 year
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also, while we are at it
"my dragon flies because it's magic xdxddxdxd"
fine, acceptable, it's magic. Okay. Even as a biologist I'm willing to give it a pass. God knows that in my space opera project I've went "mumble mumble convergent evolution mumble" for some of my earth-like aliens. The shape is kinda believeable and original, you chose some cool features, it's fine, no need for the whole phylogenetic tree.
Now, why is it magic? what does it mean it is magic?
Were dragons created by a god? are they manifestations of nature? why are dragons, especifically, magic and not say, crocodiles?
Is it a species with physical presence and a life cycle, or are they magical beings? how many dragons are there, how important they are to your world? are they worshipped, feared, venerated, just some kind of weird megafauna but otherwise unremarkable? what do they eat, how much?
If it's a sentient dragon from a physical species, as most modern fiction seems to assume (you'd be surprised that in most medieval works they were mostly mindless beasts or demons, dragons as noble creatures are very much a modern invention in the West) how do they think? How do they act differently from smaller, less powerful, shorter lived species? Do they have their own gods, their own rituals, their own beliefs? Are they lonely beings or are they able, or interested, to form part of society, or even have their own societies?
What's the cultural role of a dragon in the world you're making? What do your characters think when they hear the word 'dragon'? What do they know about dragons, when your hero goes and finds one, what are their conceptions of it? Can they fight it? How? Why?
Notice that most of my questions aren't stupid UNREALISTIC! CINEMASINS DING!, but things that actually affect your characters, setting and plot. Don't like to write a ethnographical paper about dragons? do it anyways or I'll shoot you, don't, but if you're introducing an element to your story, even if you're using stock fantasy elements like dragons, you will benefit A LOT from thinking how they fit into your story.
And even in settings were "it's magic" is acceptable as an answer, or more *surreal* or comedic stories where things happen without too much logic, a dragon is still a symbol. What does your dragon mean in your story? "oh, a magical dragon". Fine. Why is there a dragon on your story? Don't have a whole herpetology paper, because this is just a romance? Okay, can you spare me a couple lines to tell me what does a dragon mean in your world? That too, is yuri worldbuilding.
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ohnoitstbskyen · 2 months
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I know it would probably bring a lot of hate comments but I am begging you to roast the hazbin character designs because I'd love to have someone properly articulate why they don't work so I could send it to people who won't believe me when I tell them. 🫠 Understandable if you don't want to get into it though.
I don't think there's that much there to roast, honestly?
Those designs are clearly an extremely specific stylistic choice, and because that style is consistent throughout the show, it ultimately feels coherent with itself.
There are trade-offs being made. Because Hazbin's design style is SO stylized and so heavy on decoration and detailing, because it puts a lot of emphasis on costuming, it isn't as good at communicating specific character storytelling as a more grounded style could be (it's kind of the same tradeoff that stuff like Genshin Impact makes).
Like, why does Sir Pentious' hat have an eye and a mouth on it that makes its own expressions? Apparently not for very much reason at all, except that Pentious has a bit of an eyes-motif going on in his design and it was one more place to put an extra eye. And that's a valid criticism of his design, but also the entire show is designed like that, so frankly it would be weirder and more out of place if his design alone didn't have that kind of overelaborate decoration going on.
It does create a situation where I have a hard time "reading" the character designs sometimes. For example, Vox, Alastor and Pentious all wear a similar style of suit with upwards-turned shoulders, butterflies and pinstripes. Now, am I meant to read that as Vox imitating Alastor due to his crippling need to replace and outdo him, and Pentious imitating the style of powerful Overlords because he thinks that possessing their level of power will finally give him relief from his paranoia and self-loathing?
Or is it just a design fixation of the creator who keeps putting their characters in suits because that's just what they like? I can't really be sure, because sometimes design elements are used to intentionally tell stories about how characters relate to themselves, their world and one another, but plenty of other times designs look the way they do Because Of Vibes.
But again, that lack of clarity is clearly an intentional trade-off - and the benefit of that trade-off is a design style that is extremely varied, wild, expressive and memorable. Hazbin Hotel seems like a very easy show to draw fanart of, and a very fun show to draw fanart of. Those designs (especially the hyper-expressive faces) are begging to be the subjects of traumatic headcanons, unbearably cotton-candy soft fluff fantasies and weird, taboo, homoerotic power dynamics. Slaps roof of character design, this bad boy can express so much vicarious emotional intensity.
It's very exuberant, very excited about itself and very self-indulgent, it's a style that prioritizes visual impact and visual interest over readability (something which the animators of the show navigate with real skill, props to them) and individual aesthetics over worldbuilding.
And I don't blame anyone for being turned off by that (I certainly was the first time I started seeing those designs going around), but I would struggle to call the show's designs "bad" when they are clearly achieving exactly what they want to achieve.
I have some criticisms, especially re: how the show treats skinny bodies as an unquestioned, desirable default, and employs fatness as a means of alienating and abjecting the audience. That sucks very badly, and is a serious disappointment, and one of the few places where the show feels like it is being cowardly in its design philosophy. But I don't have it in me to do some kind of Hazbin Hotel Sucks And Here's Why takedown, its problems are not unique or extreme enough to warrant it, at least not as I currently understand them.
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mcytblraufest · 2 months
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MCYTBLR AU Fest: General Rules and FAQ
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TIMELINE: 
May 4: Discord opens at 0:00, Artist creation starts. May 30-31: Artists with a finished piece of Art can sign up, submitting their work for claims. May 31: Artist creation period ends at midnight. June 2-4: Writers can claim art and be assigned to Teams. June 6-7: Writers who wish to be assigned a Beta Reader can sign up (this is optional) June 9-10: Beta Writers can claim writers/art and be assigned to Teams June 29-30: Check-in #1 July 26: Writer creation period ends at midnight. Unless you have an extension, you must be fully ready to post at this point. July 27: Posting period begins at 0:00 August 2: Extension period ends. Unless you are a pinch hitter, you must be fully ready to post at this point. August 9: Posting Period ends. All work must be completely posted by midnight.
ABOUT:
MCYTBLR AU Fest is a mini reverse-big-bang event where artists and writers work together in teams to make stories and art inspired by MCYT and set in an Alternate Universe.
EXPECTATION: 
Artists must make a completed Art piece. Writers must deliver a story of at least 5k words, inspired by the art they signed up for. Dark or triggering topics or themes must be tagged for.
RULES:
You must be a member of the discord, for team matching.
Because of Tumblr, Ao3 and Discord TOS, you must be 13 to participate.
Respect your fellow participants, even when you disagree on fandom matters
You agree to work together with your teammate(s) to make a piece of art and a fic together, and link to each other's works.
All works must be MCYT-centric and set in an AU— no canon-compliance. 
No AI-Generated content.
LINKS:
Discord: Here Ao3 Collection: Here
FAQ:
What is MCYTBLR AU Fest? MCYTBLR AU Fest is a reverse minibang-type event where writers and artists come together to create fanworks centred on MCYT and set in an alternate universe from canon.
How does it work? Artists will have a month to complete an art piece. After a month, once the art is complete, they will submit the art, with information about server, characters, relationships, and any warnings they are opting into, which will be posted anonymously for writers to view and claim, first-come-first-serve. Teams are assigned by mods, and then writers will have two months of creation time to make a pice inspired by the work (minimum 5k words).
What type of MCYT is included? We welcome creations based on any SMP, whether or not they have a canon tag on Ao3. Mianite, DSMP, QSMP, Hermitcraft, 3rd Life, Lifesteal, Witchcraft SMP— it’s all welcome. 
Can I join if my Art is a Game/Web Weave? We welcome all types of art— web weave, game, traditional art, original songs, videos, etc. While the list is not exhaustive, we have outlined some of the baseline expectations for an art piece below.
What are the requirements for art? It is difficult to define precise expectations for art pieces, especially given the broad realm of things that could count as art. We are primarily looking for art that is complete to a level that you would normally post as "finished", ready to inspire a fic piece of 5k or more, containing an audio or visual component beyond the confines of the written word, that does not take more than an hour to consume. While you will have the opportunity to include your understanding of the world in things such as if the relationships depicted are romantic or not, the art piece must stand alone without explanatory text or extra worldbuilding.
The defined requirements for different forms of art are:
Digital or Traditional art: one piece, completed to whatever you would normally post as "finished", ready to inspire a fanfic.
Web Weaves: a web weave of at least ten elements, original or properly credited.
Video/animatic: a video at least 30 seconds long.
Other Art Form: other art forms such as fan games or original songs would fall under this category. If you wanted to sign up with an Other art form, you need to contact the mod team and work out what minimum expectations would be for your art.
Is shipping allowed? Yes. Because there is no broad fandom-wide consensus about how Creator boundaries are to be enforced in specific cases (whether it's okay to write beeduo as /r or /p is an obvious one, or whether it’s permitted to ship Joel Smallishbeans) or between specific fandoms (Lifesteal approach to shipping and boundaries is different from HBG is different from DSMP), the mods will not be policing any specific understanding of boundaries across the event. The event's motivating ethos is Don't Like Don't Read, in that artists will be able to specify for themselves if a given relationship is to be interpreted as romantic or platonic, and writers will choose to opt into that, and NSFW will have to be specifically opted into on both sides.
Is NSFW allowed? Yes. NSFW works are allowed, but must be opted into, both in terms of viewing art and in terms of creating fic. No one under 18 is permitted to opt into NSFW and attempts to do so will be grounds for a ban from this event and anywhere else the mod team touches. For the comfort of the greatest number of participants, and to conform with Tumblr TOS, anything with the tags Underage or Incest will not be permitted to be part of the event. 
Are major archive warnings (noncon/graphic depictions of violence/MCD) allowed? Aside from the content rules governing NSFW (no underage or incest, for the comfort of the greatest number of participants), major archive warnings are allowed. Depictions of real life horrors such as genocide and slavery are not-uncommon motifs in MCYT fics, and the mod team is not interested in legislating which types of horrors, griefs or abuses are inherently worse than others and are therefore off-limits. Because holding writing to a quality standard or saying only survivors can write atrocities is unworkable from a moderation standpoint, the three mentioned major archive warnings (MCD, Graphic Depictions of Violence, Noncon), are permitted to be included.
However, Major Archive Warnings must be explicitly opted into by the artist, and writers are free to not include Major Archive Warnings that their artist has permitted. Delivering un-asked for major archive warnings is grounds for a ban from this event. The mod team reserves the right to warn other mod teams on both the MCYT and Multi-fandom side about your bad behaviour.
What kind of an information will I provide as an Artist? How long or detailed? Artists will be able to specify
the server their art takes place on
the characters in the work
whether the relationships in the work are romantic, platonic, or could be interpreted either way
if they are okay with NSFW work
what age group of people they are okay working with
the type of AU it is
any content warnings present in the work already (i.e. gore, eyestrain, child death)
if the work is nsfw
any major archive warnings they are okay with happening in the story
common fandom themes and/or triggering content that they are okay with happening in the story.
A DNW
What sort of fandom themes will I specify? While this will not be an exhaustive list of every possible triggering concept, the mods want artists to be able to specify if they are okay with dynamics that circulate in the fandom that may be triggering or people simply may have strong opinions on, and for writers to be able to sort by that. Some of the themes include domestic abuse, alcoholism, family dynamics, pregnancy, dubcon, torture, body horror, dehumanization, child death, non-consensual touching, drugging, etc.
What is a DNW?
Artists will have the opportunity to fill out a DNW, which stands for Do Not Want. This is anything that has the potential to ruin a fic for you, and is where you opt out of content that would trigger, squick, or just render the gift unreadable for you. DNWs must be phrased politely, (so no "No foster aus because they suck and you suck if you like them"), and they must be reasonable, (so no "no blood/injury" if the art depicted shows injury, and no attempting to box someone into a specific gift beyond what is depicted in the art, so no "dnw anything that isn't a modern au where scar is a theatre teacher and grian is a biology teacher and they live in a city named hermitopia and grian has a situationship with mumbo and scarian has a rivalry at a coffee shop for the half-price muffins and jellie has psychic powers she's manipulating the muffin market with" if that is not clear from the art), and they must be specific and clear, (so no “no triggering content"), but they can be as petty (disliking 1st person) or as broad-reaching (no modern aus, no specific ships not depicted, no crossovers with specific servers or fics) as you like. Deliberately breaking someone's DNW is grounds for a ban from the exchange. 
Is Dark/Violent content allowed? As long as it is something that the artist has not opted out of, yes. For many of us, the source material that originally drew us to the fandom includes major character death, torture, murder-for-hire, death games, public executions, child death and more. The fanfiction that arose from the source material follows in that trend. We will allow dark content to be part of the event, but it must be tagged for. 
We also ask that participants use best judgement in delivering commonly triggering topics un-asked for. We reserve the right to ban people at mod's discretion for delivering unrequested triggering content, under the "do not be an asshole" rule.
Moreover, if your fic is rated E for any reason, (including violence or gore) your entire team must be 18+.
How can I get involved? You can participate in this event as a:
Author
Artist
Pinch Hitter
Beta Reader
You can even sign up for multiple roles, as long as you’re very sure you can make your deadlines!
What is a Pinch Hitter? A pinch hitter is a person who saves the day and steps in when the original creator is unable to deliver their work for whatever reason, making a new work on an accelerated timeline. You must reach the minimum word count of 5k. . 
When do I have to join the discord? You have the option to join the dicord and hang out as soon as creation starts on May 4, and if you are an artist, you must join before sign-ups close on May 31. If you are a writer, you must join the discord before claims begin on June 1st. If you are a Beta Reader, we'd ask that you join before claims begin on June 9th.
How does team assignment/claims work? We will release a document with all the art pieces linked in it, and 24 hours afterwards we will release a sign-up form. Writers will be expected to list out out a top-five of artists they want to work with, and mods will match writers with art on a first-come-first-served basis.
How does Beta Reader assignment work? Shortly after writer sign-ups end, writers who wish to sign up for Beta Readers will be able to do so. In a similar way to how writers claimed art, beta readers will be given a list of summaries and then, 24 hours later, will be able to submit a short list of fics they want to help work on. Beta readers will be assigned on a first-come, first-served basis.
What happens if there are more artists than authors, or more authors than artists? If there are more writers, some artists will be assigned multiple writers. If there are more artists, we will put in place a question where writers can specify that they’d be willing to make multiple pieces, and a (hopefully small) number of writers would be assigned multiple teams. 
What if all the artists I list have already been assigned? If every artist you wish to opt into has already been assigned, mods will contact you and ask if you wish to be matched to people who have not yet been claimed. You will then be able to choose if you wish to claim other teams, or wait and hope that there will be more writers than artists, and multiple writers on a team will be opened up. If that happens, you can re-submit your list and be assigned as a writer to one of your original artists.
I’m in [insert time zone here]. What if I’m not awake when claims open? There will be a spot to input your time zone in the discord. Mods will try to open the claims at a time that works for as many writers as possible. The art pieces will also be available for 24 hours before claims so that everyone can view them and pick out the ones that are the most interesting to them. We will aim for claims to open between 7 a.m. and 1 a.m. for as many writers as possible across all time zones. If claims fall outside that zone for you, you’ll be able to contact a mod and we’ll work out an alternative method for claims for you. 
I don’t know what time zone I’m in? Go to timeanddate.com and enter the nearest major city, and it will tell you your current time zone.
What’s a check-in and how do they work? Check-ins are there to make sure everyone is on track to finish their piece in time, and to communicate any issues with the mods! If you know that you won’t be able to check in on a specific date (lack of internet, etc), please contact the mods in advance.
How long should my fic be? The minimum word count is 5,000 words! There is no maximum word count, but we ask you to be mindful of how much you can actually create in these two months. 
If I wrote a multi-chapter work, do I have to have it all posted by the end of Posting Period? You must post your work in its entirety by the end of the two-week posting period.
What does AU mean in this context? AU stands for Alternate Universe and in this case means anything that would make the work not able to be tagged as canon compliant. Alternate endings, role reversals, complete setting or plot swaps, and crossovers all count. As this is a fest specifically to celebrate AUs, we ask that the AU be a significant and celebrated part of the work, not something that could be skipped if you aren’t paying attention. 
Can I create two fics for my artist? Absolutely! There is no maximum for number of fics you want to create, but again, be mindful of not biting off more than you can chew two months of creation time. 
Can I sign up with two pieces of art? You are welcome to sign up as part of the fest with multiple art pieces. However, if you do so, we will ask that you prioritize which art piece you want to be matched on first, and you will only receive a match to your secondary art piece after everyone else has an writer. We’re going to proritize every particpant getting a team before we prioritize every art piece getting a team.
Can I sign up with a multi-piece art piece? If you want to sign up with a web weave that features multiple panels, a long video, a long comic, a series of connected art pieces, a song cycle, or any other more complex/more ornate work, you are welcome to. We just ask that you make sure you can complete your art piece during the month of artist creation time, and keep in mind that if your piece is sufficiently complex, that might restrict the writers who are able to sign up for your piece. But if you think you can pull it off, then go for it.
Can I sign up with a writing buddy— as part of a collab team? You are welcome to sign up as a collaborative team, either an art team or a writing team! We ask that you make sure you work together well, and when you sign up for an team, you must declare that you’re a duo, so people know that they’ll be getting multiple team members and not one. 
Can I submit an art piece that is part of a larger AU? All art pieces must stand alone, so you can't have it that your writer has to consider other art pieces to make a work. The art must also be made specifically for the event. We ask that you not submit an art piece that was made prior to the event, or one that is part of an au you've posted about so often that it will effectively de-anon you. Brainstorming or sketching early is fine.
Once my art piece is done, when can I post it? Art and fic should be posted together, during the Posting Period at the beginning of August. Once you have your art done, you'll have to hold onto it for another two months, while your writer is working.
What if I need to drop out? It is your responsibility to communicate with us if you need to drop out of the event for any reason, and we do need that communication. We know that life is no respecter of fic and art deadlines, so no hard feelings if something happens. However, we would hate for any artist to end up having no fic for their art, so please think about this if you are thinking of dropping out close to reveals. Dropping out after the last check-in without informing the mods will result in not being permitted to take part in further events run by this mod team.
I have a question not answered here? Send us an ask on tumblr, contact @antimony-medusa on tumblr or discord!
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writers-potion · 2 months
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Got anything for dialogue
Writing Dialogue 101
Dialogue is conversation, nothing more, nothing less. The catch is: diagloue is EDITED conversation. It must be more concise, purposeful and witty than the everyday sentences we speak, while sounding natural.
The Purpose of Dialogue
Diaglue is definitely a fiction elements that pops everything up and out. Thus, dialogue is going to have more impact than your normal paragraphs, in order to:
Characterizes/reveals motives
Sets the mood in the story
Intensifies the story conflict
Creates tension and suspense
Speeds up your scenes
Add bits of setting/backgronud
Communicates the theme
Matching the Dialogue to the Genre
The dialogue in a book should speak the reader's language. There is a type of voice that suits each genre/category of fiction, and we must understand what matches the reader expectations and rhythm of the plot we are writing.
Magical Dialogue
"Do not kill him even now. For he has not hurt me. And in any case I do not wish him to be slain in this evil mood. He was great once, of a nobel kind that we should not dare to raise our hands against." - The Lord of the Rings, J.R.R. Tolkein
"As much as I want you and want to be with you and part of you, I can't rear myself away from the realness of my responsiblities." - The Bridges of Madison County, Robert James Waller
This is the language of The Hobbit, Star Wars, The Lord of the Rings, The Wonderful Wizard of Oz.
When writing literary and mainstream fiction (that is targeted at the general public rather than a target audience), we need to go with what sounds real, even with a magical setting
Science fiction and fantasy can be more unreal, i.e. things like "May the Force Be With You."
In romance, magical dialogue takes on a differen form. It's magical in that it transcends the way we talk to each other in normal society. Magical in that all of it makes perfect sense and is said in such eloquent langauge that we marvel at it while at the same time knowing that if we are left to ourselves, we would say something absolutely banal.
Cryptic Dialogue
"You know, the condom is the glass slipper of our generation. You slip it on when you meet a stranger. You dance all night, then you throw it away. The condom, I mean. Not the stranger." - Fight Club, Chuck Palahniuk
This is the dialogue in literary and religious stories that dealw ith abstract ideas and vague concepts and has double meanings. Readers aren't meant to understand theses right away.
These bits of dialogue plant sublimnal messages in the reader's mind that help communicate the theme later on, ultimately making sense.
Cryptic dialogue is difficult to do well. If we're not careful, we'll end up sounding preachy, moralistic and dogmatic.
You need to be able to view the world in different perspectives.
Descriptive Dialogue
The literary, fantasy and historical story often relies on dialogue for worldbuilding (expplaining history, magic rules, etc.)
The author's goal in descriptive dialogue is to provide the reader with information. However, the character's goal cannot be sacrificed for the author's. Dialogue can still have tension and suspense and can be inserted into a scene of action so the story doesn't bog down while the readers get some info.
Shadowy Dialogue
In shadowy dialogue, the character's job is to keep the reader suspended in a state of terror/suspense. Then you periodically tighten and loosen the tension.
The key here is uncertainty. The reader cannot trust the speaker, so we're always questioning him, wondering whether he's speaking truthfully or is presenting the full picture.
Keep the tone as dark of possible, using action and background as supporting tools.
Make it cryptic, or even better, offering an omnious threat of what is to come.
Provocative Dialogue
This is the type of dialogue that conveys the theme, talking about the "universla truth" your book is trying to convey.
Readers like to be challenged in their thinking, provoked to consider other ways of thinking, and shaken up in their belief systems with a fresh perspective about the world.
Consider this example from To Kill A Mockingbird:
"...but there is one way in this country in which all men are created equal - there is one humna institution that makes a pauper the equal of a Rockfeller, the stupid man the equal of an Einstein, and the ignornant man the equal of any college president."
There is no way we can read this and not think about something that is bigger than our daily lives.
Make your readers squirm, and shock them out of their comfort zones.
Uncencored Dialogue
Uncencored dialogue in YA stories are of young people, but that doesn't mean it's filled with hip-hop words and slag.
While adults cencor themselves when they speak, teenagers haven't yet learned that skill so their dialogue is more raw, edgy and honest.
Readers of YA novels expect realism, so make it as authentic as possible. The last thing we want to is for our characters to be brash and honest, but NOT sound like they've just stepped out of Planet Way Cool.
For example:
"What if he doesn't like me back?" "You are too much of a chicken to do anything aboutit but mope."
As an adult, how often do you admit fear of rejection out loud to another, or call out your friend to her face? In YA-type of dialogue though, we can just write what comes into these characters' minds.
So that sums up the different types of dialogue. Consider the nature of your plot, what your readers and the genre of the story you are writing to choose an appropriate way for your characters to speak!
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yournextflame · 2 years
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Elden Ring Sigils and Color Theory
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Elden Ring magic sigils sorted by color. Long post about their lore, meanings of certain colors and what it can reveal about the story of Elden Ring under the cut.
In this post, I will be going over why it is important to have a good understanding of color and meanings associated with color in the context of lore. In a game, color is used by developers for more than just drawing the world, it’s about creating visual language, a bridge between writers and players. There are countless articles about usage of colors in videogames, but in this post I will try to reverse-engineer the process and find out the meaning behind visual symbolism and combine it with game’s equivalent of heraldic symbols - magic sigils.
In Elden Ring magic sigils have been used to represent origin of sorceries and power sources of incantations, usually they give us hints what kind of deity is worshipped by people or who created the spell. They are an invaluable source of information on history on the Lands Between. I’ve been already playing with idea of color sorting when I did the same thing with remembrances, but sigils revealed even more secrets about story and lore. How about origin of life on the Lands Between? Origin of the outer gods? But let’s not rush.
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The first category, Blue Sorcery as I called it, already shows how color sorting method is supported by the game itself. With a help of descriptions we can place the sigils in the chronological order and track the change in design over the course of story such as replacement of flowing weapon in the sigil of Eternal Cities to Carian sword. Their sigils are incredibly similar to each other, solidifying connection between Nox and Carian royal family; both factions are associated with silver, sorcery, artifical life, moons and stars.
This talisman represents the lost black moon. The moon of Nokstella was the guide of countless stars (Memory Stone)
The young astrologer gazed at the night sky as she walked. She had always chased the stars every step of her journey. Then she met the full moon—and, in time, the astrologer became a queen (Stargaizer Heirloom)
Moons played a central role in Nox and Carian culture, the circle is a base shape for both crests, however, while Raya Lucaria sigil shares similar elements with Eternal Cities and Carian emblems (glintstone sorcerers are the descendants of astrologers, a fact that the Carians remain aware of, - Preceptor's Long Gown), this part was drastically redused in size and moved on top; the central place is taken by the star and framed by a pair of cuckoos. The hue of sigil is also significantly different from cold blue tones of Nox and Carians emblems, the warm greenish tint is close to the color of primeval current spells, which were banished once Rennala became rector of the Academy.
These scholars, who sought to master Carian sorcery, instead learned to see the moon as equal to the stars. This robe, in the hue of the full moon, signifies their heresy (Lazuli Robe)
(Cuckoo Greatshield) Boasting high magic damage negation, this shield is used to hunt down mages. "Our enemy is none other than Caria itself."
So far I’m not going to delve deeper in the roots of the conflict between Carian royal family and Academy of Raya Lucaria, it’s a mere demonstration of a method and how it works. But in next paragraphs I will use it as evidence for a few theories about worldbuilding.
(thanks for clarification about Malenia’s Crest, I rewatched fight on youtube and, yes, it’s a normal Raya Lucaria sigil)
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Golden incantations is the biggest group on the list, in a way I can say that history of the Lands Between is a history of gold. Here we can see a symbolical depiction of the Erdtree, the central piece of the game both in a metaphorical and literal sense; we can track how portrayl of the Erdtree changed during Marika’s age until it was replaced altogether by the abstract emblem of the Golden Order Fundamentalism. I have a lot of to say about this group and currently working on post with a more detailed investigation, so far I will touch only basics: such as origin of life gold.
Gold in Elden Ring is more than than shine metal or a color, it’s prima materia of the Greater Will, a force of unknown origin (it’s never called 神  god or an 外なる神 outer god anywhere in EN or JP script and before jumping to conclusion wait until I’m going to observe confirmed outer gods) which is responsible for the creation of Elden Ring. From the description of Elden Stars, the most ancient incantation in this category, and Elden Remembrance we can figure out keywords associated with the Greater Will:
It is said that long ago, the Greater Will sent a golden star bearing a beast into the Lands Between, which would later become the Elden Ring/It was the vassal beast of the Greater Will and living incarnation of the concept of Order (I’d like to point that it’s “Order”, not “The Golden Order”).
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(I believe we still can see remnants of the golden star in a form of meteorite ore in Divine Towers and Sealed Tunnel near Erdtree) 
In other words, the Greater Will is about gold, Order and everything Elden. However, a common mistake is to tie the Greater Will to the Golden Order, despite the name the latter is not representative of it, even more so... original gold from the golden star wasn’t yellow.
From dialogue with Sellen we can learn that stars are containing amber, but golden stars are kind of special:
Golden amber contains the remnants of ancient life, and houses its vitality (Sellen)
And Hyetta’s speech supports futher that the Greater Will is responsible for creation of life in one way or another:
…すべては、大きなひとつから、分かたれた 分かたれ、産まれ、心を持った
けれどそれは、大いなる意志の過ちだった だから、戻さなくてはならない
All that there was divided from the One Great. Divided, born and given heart. But it was a mistake of the Greater Will (Hyetta)
So, Miyazaki pretty much unitied theories about meteorites being consensually considered to be involved in the origin of life and primordial soup:
Meteorites could have been responsible for delivering the basis of life's genetic code. Analyses of three meteorites suggest that nucleobases, the crucial components of DNA, could have formed in space and then fallen to Earth to provide the raw material for the origin of life itself
For nearly nine decades, science's favorite explanation for the origin of life has been the “primordial soup”. This is the idea that life began from a series of chemical reactions in a warm pond on Earth's surface, triggered by an external energy source such as lightning strike or ultraviolet (UV) ligh
Now if we check descriptions of Crucible Aspects and Crucible Knights items we can find out that original gold had rent tint.
Holds the power of the crucible of life, the primordial form of the Erdtree. Strengthens Aspects of the Crucible incantations (Crucible aspects incantations)
This sword is imbued with an ancient holy essence. Its red tint exemplifies the nature of primordial gold, said to be close in nature to life itself (Ordovis Greatsword, the name itself is a reference to Ordovician Period, part of the Paleozoic era, a rich variety of marine life flourished in the vast seas and the first primitive plants began to appear on land)
Ancient Erdtree/Crucible emblem is slightly reddish too, however, the modern gold is more pure and yellow, the gold of the Golden Order. The sigil changed the color too and lost the root part just like the Elden Ring itself if we compare modern depiction with Farum Azula mural:
The Golden Order was created by confining Destined Death. Thus, this new Order will be one of Death restored
But a gold is a gold, even though it’s different, but as Turtle Pope said heresy is not native to this world and everything can be cojoined:
The worship of the ancient dragons does not conflict with belief in the Erdtree. After all, this seal, and lighting itself, are both imbued with gold
Yes, the Greater Will governs everything what is golden. 
And yet, the young Miquella abandoned fundamentalism, for it could do nothing to treat Malenia's accursed rot. This was the beginning of unalloyed gold
I can already hear the raise of pitchforks from certain kind of Miquella fans, so let’s talk about outer gods and what exactly they are.
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With a surprising exception of emblem from the Scepter of the All-Knowing (Gideon, I have a few questions for you) all sigils in Red Group are assigned to the deities: outer/ancient god of Rot, outer god Formless Mother, Rykard’s immortal serpent and Fell God, who is bit tricky, it’s ambitious if  古い火の悪神 “ancient” is applied to the god or fire. The only confirmed outer gods, who didn’t made it here is an outer god of Deathbirds and Frienzied Flame. Considering theory that removal of the Destined Death from Elden Ring drained color from the god-slaying Black Flame and eclipsed sun of outer god of Deathbirds, I can suggest that original color of their sigils was red too. 
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Long story short: sigil of the outer gods and other unwelcomed deities are represented by red color and they are all related to the death, Formless Mother is about bleed, fell flame is burning, rot is decay, etc.
However, as stated in the description of Ordovis Greatsword, primordial gold of the Crucible had a red tint that was lost when Marika estabilished Golden Order by sealing away red Rune of Death; and this knowledge eventually leads to conclusion that...
Outer gods aren’t aliens. What a surprise.
They are natural powers that were screwed by the removal of Destined Death, when they got outed from the Golden Order. They are red tint of the primordial gold.
Once the concept of Death was banished from the Lands Between the elements and effects linked to it - death, decay, combustion, bleed became outer to the newly estabilished Order. There is a clear thematic difference between celestial Greater Will, who isn’t even presented on the Lands Between, and actual outer gods, who can be sealed or banished, more over there are no outer god of water, sunshine or happiness, they are all linked to the side-effects of death. When death was excluded from the Order, they were affected as well.
The thing is that gold in Elden Ring is a magical substance and changes the tint depends on the currently running Order, which is shown in the endings when Golden Tree (黄金樹 that’s how Erdtree is called in JP) acquires different hue. It’s another overlooked element of visual storytelling.
This Golden Order is something that the Elden Ring may have once represented, but not directly. It’s more about how you apply those rules and how you enforce them on the physical world and what effects they have on it, - Miyazaki in interview to gamesradar
(Golden Order isn’t direct representation of the Greater Will/Elden Ring as it was said by Miyazaki himself, it’s only one temporary set of rules)
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Elden Ring consists of runes and even newly discovered mending runes (concepts) can be added to the system (regression is the pull of meaning; that all things yearn eternally to converge) ot removed and the gold will respond to it by changing the color and reshaping reality according to the Order (causality is the pull between meanings; it is the connections that form the relationships of all things). Elden Ring - Rune of Death = yellow gold and banishment of ancient gods, who were associated with death, Elden Ring+mending rune of a choice=see example aboive.
For futher evidence that gold changes metaphysical properties and in the current state (Golden Order) preserves things from not only from dying, but decomposing too, I want to bring a few descriptions:
Fresh beast blood, glinting with gold. Material used for crafting items. Found by hunting carnivorous beasts.This glimmering blood never rots or decays ( Beast Blood)
Someone's excrement. It has a golden tinge. Material used for crafting items. Gold-tinged excrement is a highly stable substance; it doesn't dry out, nor does it lose its customary warmth or scent. For better or for worse, it remains as it is (Golden Dung; I can’t believe I’m using description of literal sh/t to prove my point)
However, from what we know only Rune of Death was sealed, and while outer gods’ influence was seriously weakened, it still existed. This is why Miquella abandoned Golden Order and was working on development of his own gold, even more pure and untainted, before he got mohgged:
Unalloyed Gold Needle: An intricately crafted needle of unalloyed gold. A ritual implement crafted to ward away the meddling of outer gods, it is thought capable of forestalling the incurable rotting sickness.
Now let me clarify: community’s favorite boogieman “influence of the evil alien outer gods/the Greater Will” isn’t a thing in a sense that there is a group of invaders from the outer space trying to enslave the Lands Between. Even thought  外なる神 is used in Japanese media culture for lovecraftian beings, we should remember that history is fabricated by the Golden Order in Marika’s favor; "outer gods” are alien to the current Order”. Same goes for the influence of the Greater Will, it was never about mind-control or whatever was projected onto it, the influence of the Greater Will is simply how Order and gold are changing course of the nature. 
Last thing I want to add is that influence of the outer gods isn’t always about destructive powers (Order of Rot is about decay and rebirth), but I’ll leave it for a dedicated post.
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In Mixed Group I put sigils with unique or unknown colors.
In my first draft Dragon Communion was placed in the Red Group for the intense hue of sigil, but upon futher research I decided to move it here. The power of Dragon Communion incantations doesn’t stem from any patron god or the assigned star (unless I missed something); they are scaling from arcane, an inner force of the caster. 
Violet is an interesting choice for Gravity sigil because this color, albeit with the less intence hue, is used for sleep status and associated items. 
I like how yellow color of Frenzied Flame is similar to the gold of the Greater Will, carrying the theme of duality, yet the shape of the sigil is distorted and assymetrical. In fact, designs of the ancient sigils usually is far less complex than intricate shapes of newer ones (with a few exceptions). Just to be clear, even though influence of the Flame of Frenzy can be cleared by Miquella’s needle, the game never calls it an outer god. It’s a matter of semantics, but I guess that unlike crew from the Red Group it was never booted from the Order since Chaos and Order can’t naturally coexist, but there are a lot ot of to speculate about, considering drastic changes in Frenzied Flame quest and lore.
Golden star in the centre of Bestial sigil reminds of Cinquedea dagger (Short sword given to high ranking clergymen of Farum Azula. The design celebrates a beast's five fingers, symbolic of the intelligence once granted upon their kind), which shows beast’s arm holding golden slab.
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So, Death spells. I believe that both Black Flame incantations and Death Sorcery of Deathbird outer god were affected by confining of Destined Death.
The black flame could once slay gods. But when Maliketh sealed Destined Death, the true power of the black flame was lost
Storied sword and treasure of Castle Sol that depicts an eclipsed sun drained of color.The eclipsed sun, drained of color, is the protective star of soulless demigods. It aids the mausoleum knights by keeping Destined Death at bay. Mausoleum Knight Armor: The wing-shaped ornaments on its back evoke the Deathbird
And, as I’ve been already pointing in a different post, death of Godwyn brought back forgotten death sorcery that almost ceased from existance during age of immortality, but was rediscovered
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Death in the Lands Between is incredibly complex subject and deserves a series of posts, even though I believe there should be DLC because so far all lore related to it seems to be incomprehensible.
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Unmarkered sorceries don’t have background sigil, but they all share something in common. They originated from the Mountaintops of Giants:
Zamor Ice Storm: Ice sorcery of the Town of Zamor.Strike the ground with the staff to create a freezing tornado. Charging enhances potency. Cloaked in icy tempests, the knights of Zamor have challenged the Fire Giants since ancient times.
Briars of Sin : An aberrant sorcery, discovered along with red glintstone by those exiled to the north for their crimes.The Academy reviles this sorcery, which draws its power from faith
Founding Rain of Stars: The eldest primeval sorcery, said to have been discovered by an ancient astrologer. A sorcery of legendary status.The glimpse of the primeval current that the astrologer saw became real, and the stars' amber rained down on this land. Sword of Night and Flame: Astrologers, who preceded the sorcerers, established themselves in mountaintops that nearly touched the sky, and considered the Fire Giants their neighbors.
Another interesting details to consider is that they are all in some ways are unwelcomed or straight up heretical. It reminds me of relationships between Golden Order and remnanats of the Crucible. Aberrant sorcery is a mark of sin, primeval current was banished and cold sorcery is veiled in occult mystery:
The snowy crone taught the young Ranni to fear the dark moon as she imparted her cold sorcery.
I guess Ranni’s secret mentor is called snowy crone for a reason.
That’s being said, everything I wrote is a subject to change as DLC may reveal more details or I will reconsider some parts under futher research. But overall I think it was an interesting experiment.
読んでくれてありがと
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allgremlinart · 10 months
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The Most Underrated Line In All Of ATLA/TLOK And Its Many Worldbuilding Implications - A Ramble
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In S2E7 of TLOK we get this dialogue from Wan and The Aye-Aye Spirit: "There are other Lion Turtles?" "Of course there are - dozens of them!" [timestamp 3:38 in this video]
It's such a quick line it's easy to miss, but there's one thing about it that made a LOT of things click into place for me about the Avatar universe's worldbuilding; the fact that there are (or were) dozens of Lion Turtles. NOT four, with one for each element, like you would assume. Dozens.
What does this mean in terms of the Four Nations? What connections might this have with other previously established lore? Well uhm follow me on this journey. I guess.
Pre-Unifications - A Global Warring States Era?
A warring states era on a wouldn't be nearly as compelling if there were only four Lion Turtles. If this were the case, everything would be perfectly balanced; why would there be disarray, violence, cultural disparity and struggles for power within each elemental group if the world was already perfectly divided into four solid groups? Why would a national identity be in question at all?
But the fact that there are more than one Lion Turtle per element... that means different groups of people being isolated from one another for long periods of time. This means different bodies of identity, regardless of element. Different city states, regional Kings, Queens, fiefdoms, dynastic power struggle, etc etc, before any sort of inherent loyalty the ones element as a national and cultural identity was established.
We know the Avatar world was not always divided into Four Nations. In Chapter 21 of The Rise Of Kyoshi we learn that Guru Laghima - a name you'll recognize from TLOK S3 - was from an era when the Four Nations had not yet been formed. We also know from Zaheer that he lived about 4,000 years before the events of TLOK (for context, thats about 6,000 years after Wan became the first Avatar).
There's further confirmation of this in Smoke And Shadow, where we learn about the first Firelord and the Fire Nation's unification wars.
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However there's implications of this even in the original series; it's not some sloppy ret-con from the books and comics, it fits. Think Omashu:
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In S2E2 of ATLA we get the story of Oma and Shu - and we learn that they come from "warring villages." Now why exactly would their villages be warring if The Earth Kingdom already existed? Why the need for a power struggle? Why is it not presented as a civil insurrection or civil war, but as a conflict between two distinct groups of people? The answer is that the "Earth Kingdom" as we conceptualize it did not exist. I'd go further and say that we can assume that after Omashu was established it became a powerful regional kingdom, and created strong sphere of cultural influence. Think about it - Bumi is King Of Omashu. King. NOT the Earth King, King Of The Earth Kingdom, but still King Of Omashu.
[Now there's some debate about where Omashu's founding sits on the timeline but to me it HAS to be post-Wan, probably very nearly immediately post-Wan. The line that calls them the "first earthbenders" and that they "learned earthbending from the badger moles" has caused some to question if they fit in with the "Lion Turtles bestowed bending" lore, but to me it fits pretty easily. The Lion Turtles may have bestowed the power but the actual technique was learned from the badger moles and dragons and blah blah blah.]
I also find this line from Jianzhu in The Rise Of Kyoshi very illuminating:
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VINDICATION !! And Jianzhu's moaning over the cultural diversity within his country brings me to the second part of this post...
FC Yee And Gene Luen Yang Accidentally (?) Make Avatar's Cultural Mish Mash Make More Sense
Avatar's cultural gumbo of visuals has always been a little hard to parse. If you follow @atlaculture then you know it'd be kind of fruitless to try and apply any one single ethnicity/culture to one nation. A common, and very valid, criticism of Avatar is the pan-asian approach it takes to worldbuilding. I'm not here to defend that lol. I think people who dislike Avatar on that basis are well within their rights to do so, and I also think it's important to enjoy things critically.
HOWEVER, from a worldbuilding perspective, the mish mash becomes easier to swallow when you think of it in terms of multiple groups of people being unified into different nation states over a very long period of time and slowly intertwining their cultures into a single(ish) identity.
Take the Fire Nation for example: in FC Yee's The Shadow Of Kyoshi we learn that the government was much more decentralized and the country was controlled by different clans, like the Saowon and Keosho, who had individual spheres of influence and strong senses of identity. It makes me think about Mai and Ty Lee
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They're both Fire Nation nobles and they both live in the Fire Nation capital - but their styles/clothes are completely different. Now, obviously that can be boiled down to personality-based character design but. There's a wide discrepancy between Mai's Edo Japan inspired hair and Ty Lee's Thai inspired performance outfit, and a little retroactive canon about them being part of different but powerful clans .. ? Yeah. That'd be fun, at the very least.
I could go on about this... was there a Water Lion Turtle at the north AND the south? How did the airbenders transition from relatively sedentary life on a Lion Turtle to nomadism? etc etc etc BUT in conclusion: TLOK and the comics have some very fun worldbuilding implications snuck in there !! Which makes up for a lot in my opinion. Personally I'd KILL for an Avatar series set in the warring states/unification period... I think that could be insanely cool...idk. The End. For Now.
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Why You Shouldn't Care About Theme (as a writer)
"Theme" is another word like "worldbuilding" and "plot hole" that writers put way too much stock into without clear definition. It's often thought to be one of the most important things in your story, one of the defining traits of creative writing, but it can be hard to pin down, and some pervasive definitions are actively harmful to the writing process. Let's talk about that.
A common misconception about theme is that it's the story's "message." Under this definition, a theme of The Great Gatsby would be that generation wealth is a hollow substitute for genuine human enrichment, love, etc. A theme of Hamlet would be to not kill yourself. But this idea of a book's message misses the point of why we read at all. Reading is a relationship between the author and the reader; to interpret text, the author puts their experiences in writing, and you bring your experiences to its reading. In other words, you as the reader create meaning from a story. You give the story its messages. The author's only purpose is to transcribe their worldview and experiences, and the best authors can sway the empathy of the reader towards those experiences. Anything greater than this, any book that moralizes, preaches, dictates, is gaudy, emotional propaganda. Imagine a novel where throughout the book, the author is telling you about the toxic environmental effects of unwalkable cities. While true, narrative fiction is a realm of characters and story, not essays. Readers pull meaning from a novel because they think and feel about a character's struggle and relate it to their own. So a message about The Great Gatsby is that generation wealth is hollow because we as readers live in an age of unprecedented wealth disparity; a message about Hamlet is to not kill yourself because we as readers have felt pretty down in the dumps sometimes and have maybe thought about suicide. But our experiences could be different: if we're generationally wealthy, we might read Gatsby as a celebration; if we have an awful stepfather, we might read Hamlet first as a story of revenge than of introspection. Strong authors make you sympathize with the experiences they've gone through--Fitzgerald himself was a wealthy, popular man and saw firsthand the effects of wealth, and Shakespeare probably felt rough around the emotional edges at times--but ultimately, deciding a text's "messages" is up to the reader.
So if we can't control the messages of our writing, what is theme? I like to think of it as "whatever a text is about," and that about word carries some ambiguity. Is Gatsby about money? Yes, but there's more to that. You can think right now about a plot element your WIP is about, but as authors, we want to find that greater depth. That's what we call theme.
Common writing advice tells you to plot out your theme, that greater depth, before drafting the novel. Figure out that Gatsby is a story about generational wealth being a hollow substitute for romance before anything else. But when you think about it, this is crazy advice. Themes like this can only come from our characters and how they interact with the world, and how our characters act is always going to stray in some way away from our plans for them. Writing that deeper theme, then, is impossible to plan (unless you're the most extreme plotter and have found success like that, then keep doing what you're doing. But you reading this almost certainly are not in that camp, let's be honest). So how do we get there?
Before you start drafting, think about the surface-level "abouts." Don't go deep yet. Just think about what's pressing on your mind. If you want to take a very slight moralistic bent here, do so, but be sure not to go into specifics (that's for the characters to do). For my first novel, I wanted to write about friendship responsibilities, family responsibilities, and friendship; for my second novel, church camp, romance, and evangelical culture; for my current novel, the role of story in culture, honor, familial trauma, and cultural perceptions of gender. Some of these took on moral detail--evangelical culture is bad--but most didn't. As you're writing, your characters will discover that deeper meaning. Again, your characters have to and will by nature of being part of the narrative. Your readers interact with the story, not with you.
In my first novel, I came to the thematic conclusion that too many responsibilities degrade individual identity, but too few leave someone empty; in the second novel, I concluded that evangelical culture places restrictive boxes on what romance looks like, and on how to interact with and resolve traumatic events. But I didn't come up with these--my characters did, and I learned from them in the exact same way any reader would. Similarly, a reader might interact with my characters and come to completely different conclusions. This is normal, okay, and encouraged.
You may also find other themes popping up as you write. In my second novel, popularity and social capital became a huge cog in the machine. Let these fresh themes surprise you, and run with them.
Ultimately, you can't control what your readers take away from your story. Your goal as a writer is to create characters so rich and deep and intimate (not in the romantic sense, unless you're into that) that the reader can bring their experiences to the text and find meaning. We cannot worry about this before starting a writing project, because we can't control it, and thinking too much about it will muddy the waters of what actually matters, what we can affect. And when you start to sense those deeper meanings emerging in your story, run with them, flesh them out, and embody them in the struggles of characters.
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novlr · 3 days
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How do I create laws/rules for my world-building?
Creating laws and rules is a crucial aspect of worldbuilding in any piece of fiction. Well-crafted guidelines help maintain consistency, add depth, and enhance the reader’s experience by making the fictional universe more believable and immersive. When fiction is set in our world, in current times, these rules are implicit but still exist. The trick is to make all readers, regardless of genre, feel that same familiarity.
Why are laws and rules important?
Laws and rules provide structure and order to your fictional society
They help define the boundaries and limitations of your world
Consistent laws and rules make your world feel more realistic and believable
They can serve as a source of conflict and tension in your story
Laws and rules can reflect the values, beliefs, and cultural norms of your fictional society
Understanding your world’s laws and rules will help you create a world that’s more immersive
Consider the context of your world
Take the genre and tone of your story into account when creating laws and rules
Consider the technological advancement and magic system (if applicable) of your world
Think about the political structure and power dynamics within your society
Reflect on the history and cultural background of your fictional world
Determine the environmental factors that may influence laws and rules (e.g., resource scarcity, climate)
Tailor your laws and rules to fit the unique context of your world
Draw inspiration from real-world examples
Study historical and contemporary legal systems for inspiration
Look at how different cultures and societies have approached law-making
Analyse the laws and rules of other fictional worlds you admire
Consider how real-world laws and rules have evolved over time and why
Examine the consequences and implications of real-world laws and rules
Adapt and modify real-world examples to fit your fictional world
Balance realism and creativity
Strive for a balance between realism and creativity when creating laws and rules
Ensure that your laws and rules are logical and consistent within your world’s context
Allow room for creative and unique elements that set your world apart
Consider how your laws and rules can contribute to the overall narrative and themes of your story
Don’t be afraid to break conventions and introduce unconventional laws and rules
Remember that your fictional world is an opportunity to explore new ideas and possibilities
Integrate them into your story
Introduce laws and rules organically through character interactions and world-building elements
Use laws and rules to create conflict and tension
Show how characters navigate and respond to the laws and rules of your world
Explore the consequences of breaking or challenging the established laws and rules
Use laws and rules to reveal aspects of your characters’ personalities and motivations
Integrate laws and rules seamlessly into your narrative to enhance the overall reading experience
Evolve and adapt laws and rules
Consider how laws and rules may change and evolve in response to events and character actions
Reflect on how these changes impact your world and its inhabitants
Have laws and rules be dynamic and responsive to the needs of your fictional society
Explore how different groups or individuals within your society may interpret and respond to changes in laws and rules
Use the evolution of laws and rules to showcase character development and growth
Consider how the changing laws and rules may impact the overall plot and direction of your story
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boombox-fuckboy · 6 months
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As a hobby worldbuilder who works primarily in what I assume is the weird fiction zone (with fair sized fantasy or scifi elements, depending on the project), I sometimes get stuck about what to do with the sky. If reality doesn't work the same, how do I account for the sun? Should I even have a moon and stars? If I do, are they true moon and stars, or an equivalent?
While you can gently sweep the conundrum under a rug, it can of course become part of the game. Here's some examples of solutions I've enjoyed:
Midst: The natural state of the universe is, in fact, light. Darkness acts like a reality-warping, breathable liquid. Midst is an islet, which here means it's one of many floating planetoids. Midst specifically floats and rotates slowly at the border of light and dark, causing day and night. The moon is an even smaller floating body, but it's mostly just there to explode. Space is dangerous not for breathing or temperature reasons but because you'll get ripped to shreds by floating mica.
Campaign: Skyjacks: The sun is the creation of the Sovereign (now dead patriarch god), and the stars were his angels. The Morningstar is the only one that doesn't move, guarding the empty throne, but the few remaining stars (angels) do, and also aren't always up there, which makes navigation difficult. There are so few stars now as most angels were cast out of the heavens a couple centuries back (when The Sovereign was slain). The moon was created by The Forest Queen, allowing her to see by the light of it, which she could not by the Sovereign's sun. If you fly an airship above the moon, she cannot see you.
The Mistholme Museum: Specifically, in the world of The Beast and The Queen, the stars are beetles, which roam about on the dome that is the sky. The sun? Different beetle.
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fernsnailz · 8 months
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take this ask as a free ticket to freely hate on elemental (WE SUPPORT THE HATER GRIND WOOO)
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ok so to preface. i have only seen elemental once. it was in theaters. i did NOT pay money to see it (my friend worked at the theater and we got in for free). we also saw it in 3D (would not recommend). i chugged a canned margarita beforehand (WOULD NOT RECOMMEND). i sobered up halfway through the movie and had a terrible time. needless to say i am not a fan of elemental (2023)
below is an edited version of the review/rant i sent to the group chat afterwards. BE WARNED IT'S REALLY LONG.
much later edit: personally i think i did a very bad job of critiquing this movie in this ask, and some of the opinions i expressed below are some pretty bad faith takes. i still think this movie is worthy of criticism, but not in this form and not from a guy who chugged a margarita before seeing it.
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ok so the big point of discussion with elemental i've seen is usually around the allegory it uses to portray its themes of race, immigration, and prejudice. generally speaking, it's my opinion that trying to portray concepts of this weight and depth with an allegory or metaphor is already a terrible idea*. this isn't stuff that you can make simpler to understand by portraying minorities as fire people or predator animals or whatever great new idea disney is cooking up next, because this isn't stuff that can just be MADE simpler. if anything, allegory makes discussion about race more complicated because you have to explore why racism and prejudice, an inherently illogical belief, exists within said allegorical world. usually said fictional explanation just seems to justify prejudice - for example, the allegory in zootopia is straight up DANGEROUS to compare to real world racism because predators, aka zootopia's minorities, literally used to hunt and eat prey animals (the majority). with this in mind, elemental is already off to a bad start since disney has a bad history with allegories of this kind.
(*EDIT: this is gonna eat me alive if i don't clarify this because i realized too late that i spoke WAY too generally here. to clarify, i'm mostly talking about creating an entire allegorical world that lacks humans here - allegory can be a very powerful way to portray a human experience, and i don't want it to seem like i'm arguing that allegory and metaphor can't be used at all to create a powerful story about race and prejudice. for example, here's a short film that i really like called OverWeight. it's about losing one's culture and identity, and that theme is explored entirely through a bag of luggage. and it's really good! just want to clarify that i'm not advocating for only extreme realism and a lack of magic here, but instead against using huge, non-human allegorical worlds that replace these human experiences. thx bye)
thankfully, elemental never got as bad a zootopia in its portrayal of prejudice (at least in my opinion), but that's not saying much. it mostly just feels kinda confused - as far as i know, fire people are supposed to serve as a sort of "immigrant everyman" allegory which is. not how that works. immigrants of different races and ethnicities are going to have different struggles and experiences, and trying to boil everything down into four different elements that fit every kind of person under an allegorical umbrella is over complicating everything again through a veil of simplicity. it's almost like all of this would be fixed if they just told a story about real human people instead of turning them into water and fire people but i mean WHAT DO I FUCKING KNOW!!!!
oh also the worldbuilding of elemental is. kinda ass. to further explain: fire people are the only immigrant characters really explored in depth, and a good amount of the worldbuilding around them is actually pretty interesting. they have their own language that the characters speak every now and then, they have their own foods, customs, and culture that you can definitely tell a decent amount of thought was put into. which i liked! and then you learn that the country they come from is literally called Fire Land. just Fire Land. i doubled over when they said that because compared to everything else, it’s so out of left field and just. GAHH. it really reeks of "exec in the disney board room wanted to make part of the movie about prejudice easier to understand for The Kiddies" and i hate it. god.
this is consistent throughout the film, a lot of genuinely interesting worldbuilding is intermingled with surface level, bottom of the barrel ideas that just feel. so confusing. like a big theme the movie centers around is gentrification and how the city (called “Element City,” by the way (SCREAMS)) is not built with fire people in mind. i like this concept a lot and they show this in some interesting ways! a main conflict centers about how water is flooding ember's home, and there are multiple moments where high-action scenes are revolved around ember just navigating the city and trying to avoid water, something that most of the city’s residents wouldn’t have issue with. i thought that was really good! it was something that, surprisingly, was very relatable! and then the movie goes full zootopia and just like. has one of the characters call the fire girl a slur (the slur was “fireball”) which, reasonably makes ember mad, but then the character that did the slurring faces NO narrative repercussions for her actions because. ???????????????? i don't know??? you would think that a movie that turns issues of class and race into a fun cutesy little allegory would at least take the time to go "hey kids! let's not call minorities slurs" but instead the Slur Woman ends up helping ember and wade on their shitty little romantic sidequest and never once seems to express any remorse. cool! great!!!! WHO'S IDEA WAS THIS???????
by the way who fucking wrote this who put all these element puns in here. there are so many element puns in the movie i want to eat the writers of elemental. i’m mostly made of carbon but i do not walk around like “wow what a long workday we have fellow coworkers, i guess we have to CARBON diem, amirite?” please kill me
the varying quality in the worldbuilding and allegory of elemental just goes to show that this movie would have likely worked better if it focused on humans on earth rather than elements residing in a confusing elemental world - previous pixar works like bao and turning red show that pixar movies that focus on real experiences told from a human perspective with a magical realism twist can work really well! the allegory of elemental makes its characters and experiences feel distant, i spent more time trying to understand the world of the movie than the characters and their struggle. that could be a me problem, but the world was so goddamn broken in the first place that i felt like i COULDN’T focus on anything else. idk can we just tell like actual stories about actual marginalized people without turning them into The Trope of the Week i’m so tired
and by the way. i do not like the character designs in this movie one bit. ember looks like if you asked a middle schooler to design a fire woman. "ohhhhh we're pixar and we have to give all of our woman characters a pencil thin waist and big feminine eyes and skinny little legs" i want to explode.
ok we're getting into just batshit insane rant territory here now. so with that in mind I FUCKING HATE WADE. from the moment he appeared on that screen i knew i had it out for that motherfucker. the first thing he does is start crying over a situation that HE CAN SOLVE. he’s a city inspector that gets caught in the flood overtaking ember’s home, and the FIRST thing he does is start writing up violations he sees in the basement of ember’s family home. and then. he has the audacity to CRY ABOUT IT because it’s sooooooo tragic that her dad’s shop is going to be shut down because of HIM. the movie frames the water people as overly emotional because they cry alot (because they’re made out of water, of course!!! isn't that so funny!!!!!!!), but wade’s actions make it clear that those tears are FAKE because he does NOTHING to help ember in the first scene they meet. then, only after ember explains to him that there’s LITERALLY NO OTHER WAY her family can survive if the shop is shut down, does wade agree to help her out. kill me
oh btw wade being very emotional and crying a lot is NOT a bad thing and imo most modern stories need more emotional male characters. but. elemental treats wade's crying mostly as a running gag more than anything. which just kinda doubles around to being misogynistic again
wade continues to be a fucking nuisance to my psyche, even after leaving that theater. i did not enjoy the romance between ember and wade because i hated 50% of that duo. ember was ok i liked her enough bUT I WANTED TO KILL WADE. they try to spin him like “ohhhhh hes a little bit clumsy and goofy and a little bit dorky ahah don’t you like him?” as if that doesn’t describe most of the male love interests in every movie released after 1990. the two sit on a beach where ember is on the verge of a meltdown because they haven’t been able to save her dad’s shop, and one of the things wade says to comfort her is “i think you’re beautiful like this tho uwu” HUH????????? who tf is trying to make moves while someone is having an anxiety attack i SWEAR to god. i want to use wade as bong water i hate him so much
and then. ember gives him some glass that she sculpted to look like a flower she likes. it’s a nice sculpture. later in the movie, wade is like “hey ember i have something for you” and then just. gives her the sculpture back. and they treat it like he gave her a gift of his own like bro SHE gave that to YOU WHAT ARE YOU TALKING ABOUT????
the one act wade does for ember before the big climax revolves around taking her to see some underwater flowers - it’s a nice sequence, but it’s not a gift that’s exclusively from him. they have to get the cloud lady that called ember a slur to help make an underwater bubble to contain ember. fucking. come ONNNNN
wade dies in the climax of the movie. straight up he evaporates from heat and they’re like “awww he’s gone :(“ and they manage to bring him back but i really wish he stayed dead. would have been worth it if he died. but no. there's so. many weird little things in this movie that make my blood run a little too hot. can the genre of kindergarten racism movies please stop here. i am begging i can't do this again please
completely forgot to mention this at the beginning: my friends and i refer to elemental as "The Movie of All Time" because the concept of "element people" or general element-based characters is such a common story trope within young animators and storytellers (at least in our experiences). the number of pitches we've seen about "this character is made of water/has water abilities and this one's made of fire/has fire abilities and they need to find a way to work together/it's a love story!!!" is uncountable. we could not believe this movie was a real pixar production when it was first announced we thought it was a joke
in conclusion. i wish i had another canned margarita halfway through elemental. might have been bearable that way
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gillyeowalters · 2 months
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I love the small things about Warframe's design so much. Like, the Duviri architecture.
[Spoilers!]
The houses obviously are just wall parts of the Zariman, arranged to look like settlements/towns. The same goes for many of the harvestable plants, that also mimic Zariman design elements (especially noticeable with the cactus-like Ueymag, that has an unnaturally symmetrical shape, mimicking the often repeated tuning fork-shape).
Duviri has multiple bioms, plains, snowy mountains, a desert, but they are all way too small to exist naturally.
All this paints the picture of a world created by the mind of a child, who might have never seen anything else but the inside of a spaceship. They might have never seen other architecture, so all houses have to look like they were ripped straight out of the Zariman's structure. They know that mountains and deserts exist, but they do not understand their scale, so they become just one more small piece of Duviri. Just like cartographs back in history they fill the unknown of their world with set pieces and the skeletal structures found all over Duviri lend themselves for a comparison to this "Here there be dragons" mindset.
Children build and recreate what they know all the time to learn and better understand it, but also to express their wishes and creativity. This gives the idea of a child, confined in space, wishing to get to be somewhere else, visiting the places they have heard of.
We get to see quite a few rather large settlements in Duviri, but the amount of houses and people does not seem to match. In general, only very few people seem to be roaming the streets. This is not an adult doing extensive worldbuilding, this is a child with a lot of building blocks but very few dolls building a world on which they can project their emotions and memories onto.
Most of Duviris normal inhabitants are just decorations, not existing to be characters, but because a town "needs to have people in it". They are not defined by who they are, but by what they do- and what they do is react to the player, sit around, talk and cower in fear when enemies approach.
The simple shapes of the buildings are very close to the concept of real life building blocks. Paedagogic toys often are simple, to allow for easy handling and more creative freedom.
The theme of death is also omnipresent. Every animal resembles a carcass build from metal plating and even the Dax enemies are skeleton-like, the Gladius' helmets lower part even resembling a rabbit skull. We obviously know how the story of the Zariman ended and the skulls and bones might be just an indicator of potential danger, but what if the skeletal design of Duviri's inhabitants are not supposed to indicate not (just) death, but an infinished state? They are walking skeletons, yet missing a skin, their shape, just like the fractured bodies of the townspeople, not fully formed out in the child's head. Since the townspeople are humanoid though, they look more finished, while all the child might have ever seen of sheep, cats, dogs, horses and owls could have very well been just pictures in a school book, maybe next to a diagram of their underlying anatomy (after all, one of the few things we get to experience of the daily life on the Zariman, is school).
There is also an enemy called the Dax Herald. A Herald was a specialist in ceremonies, making sure that they were held correctly (besides also having diplomativ tasks). Their head resembles a security camera, adding a layer of oppressive social norms normal humans certainly suffered under in the orokin empire
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jayrockin · 2 years
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How did you narrow down what story you wanted to tell out of all your characters/worldbuilding/etc? I want to write a graphic novel of my own, but I have so much world and not enough space in comic format to spill it all (which I feel a compulsive need to do.) How do you tell necessary worldbuilding information about biology and the world of RTTS to your readers without just spitting a bunch of exposition all over a page?
Here’s my thoughts on the matter, hope they’re helpful:
Worldbuilding IS narrative. Plot out when you reveal information like you do with story events. You create intrigue and mystery just by showing an interesting aspect of the world and not immediately explaining it. If you connect emotional reveals with worldbuilding reveals, you can heighten both.
Assume readers are smart. Mention or show the most weird and interesting parts of a whole, let them connect the dots.
Decide which parts of the world you want to show off, and route the plot and character roles so they intersect with those details. If something doesn’t fit into the story you’re working on, save it for a short story or an aside.
Include asides. Manga artists have it figured out, inter-chapter worldbuilding notes and 4-koma comics are great. Readers who don’t care can skip them, readers who are curious get more info. I prefer putting these in between chapters because it spreads it out, when it’s all in a blob at the end it feels like homework.
Show vs tell: I can only provide a comics perspective on this. Telling is fine, but avoid having a single “clueless” character who doesn’t know anything for the other characters to explain things at. If it feels unnatural for a character to mention something, find a different way to include the information. Don’t just have the characters talk about The Thing, show them participating In The Thing.
You can show what’s normal for the setting by having characters who deviate from the normal. They require explanation within the setting, thus the world is described in how they interact with it. I use this to the point of abuse.
Another comics-specific thing, but I like to make panels into diagrams and labelled cutaways, and insert mini-panels and non-diagetic bg elements during dialog to show what the characters are talking about. It can add visual interest and humor, and isn’t too obtrusive if you use it judiciously.
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How Much World Building is Too Much?
Anonymous asked: This question is on behalf of my cousin who came to me for advice. When he has an idea, he writes the most detailed worldbuilding EVER, designs the characters and has a general idea of how the story will go, but then when he starts writing he does maybe 2 chapters and it dies. I, on the other hand, do ZERO worldbuilding ahead of time (I don't need much) and end up finishing 80% of what I start out to write. How do you know how much worldbuilding is enough? How do you keep from spending so much time planning that by the time you get to writing, you don't know where you're going with the actual story? I want to help him but our styles are so different, I don't know where to start.💔
(Ask edited for length...)
I identify with your cousin a lot, because this is often how my stories go. I'm first inspired by a place, or the idea of a place, and everything sort of grows out from there. In my early days, I would also pour everything into world building and character creation, only to find myself falling flat with the story. And a big part of that, I learned, was that I didn't really understand how stories worked. It was easy to build a world and set up characters, but since I didn't understand story structure, I didn't understand how to flesh out the nugget of a story idea I had to go with that setting.
So, one thing you might do is try to get a feel for where your cousin is in that respect. You can start by asking pointed questions about the potential plot, and if he doesn't have answers already, it will help guide him in that direction. Some questions I would ask:
1 - Who is your protagonist? What is their "normal world" life like before things are turned upside down with the inciting incident?
2 - Who and what is important to your protagonist? (Stakes)
3 - What past experiences have led to them being who they are now?
4 - What needs to change about your protagonist's life, beliefs, or values?
5 - What happens to turn your protagonist's world upside down? (Inciting incident) Who (or what) causes this to happen? (Antagonistic force)
6 - How does this affect your protagonist specifically, and what goal do they decide to pursue in order to resolve the problem?
7 - What steps does your protagonist plan to take in order to reach their goal? What knowledge, skills, resources, or help must they acquire in order to achieve their goal?
8 - What obstacles does the antagonistic force create that the protagonist must overcome on their way to the goal?
9 - How do the events of the story help to change your protagonist's life circumstances, beliefs, or values for better or worse? How will they change by the end of the story?
10 - How does your protagonist face off against the antagonistic force, attempting to defeat them once and for all in order to reach their goal? Are they successful? What is the aftermath and how is the character's world/life changed--for better or worse--as a result of these events?
If your cousin can answer these questions, they'll have a reasonably well fleshed out plot that should help carry them through the story. How little or much planning of the plot ahead of time they need is something they'll need to discover over time, but if the above isn't enough to help them get through the story, they might want to go back and flesh out the specific plot points. You can point them in the direction of my post Creating a Detailed Story Outline, which suggest several different story structure templates they can look at to help them coax out the specific plot points of their story. And, bear in mind that story structure templates do not have to be followed exactly. They're just a guide to help you flesh out the story. Many writers like to combine different elements of different plot structures as a loose guide as they write their stories.
I hope this helps!
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