This is not to say that you should know and decide on absolutely everything about your world before you begin writing. You should have a basic foundation that you can build on as required.
Manipulating the World
This section is probably of most importance to those who are using pre-defined worlds, such as ‘Real Life’ or RuneScape, although those who have designed their own worlds should read through it anyway. It is imperative that you understand that, just because you are using a world that already exists, nothing is stopping you from modifying it to suit your purposes. Famous authors do so all the time – the fact that there was no magic in the real world didn't stop J.K. Rowling writing a story about wizards who live among us. It worked because, although we know it to be untrue, she gave us a plausible explanation as to why we don’t see it.
The main point of this section is that in most cases, as long as you, the author, can give us a convincing explanation as to why something is in the world, we will take your word for it. You can add entirely new locations, or change existing ones. Do you need Falador in ruins for your main character to explore? Tell us why it’s in ruins. Ask yourself questions that the reader is going to think about and then try to work an answer into your story. This is vital in immersing readers in your world; give them some history so that they understand it. Not so much that there’s no action, but enough to give them a feel for the world.
Whilst there is a lot of freedom in world manipulation, you must make sure that you stick to the rules of the world you’re in. Nothing spoils a story more than the author breaking one of the ‘rules' that he or she has set. If it has been established that Bob the Farmer can’t use magic because he would need to spend years of his life training, don’t suddenly turn around and make him learn magic to rival Johnny the Wizard in a day of story time.
04-Jun-2008 10:07:32
- Last edited on
04-Jun-2008 10:08:55
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IagoWynne