I've been playing and running
role-playing games for more than sixteen years; I'm going to go out
on a limb here and suggest that a majority of writers in the fantasy
and science fiction genre that have started working in the last
twenty years has probably a similar background, whether or not they
talk about it. My belief is that it provides an excellent arena to
hone storytelling skills, so long as the stories you create are
not constrained by any specific rules or background.
One cannot simply transplant a D&D campaign into a novel
whole-cloth. Individual characters, lines of dialogue, story arcs,
these are all fair game.
Where
I think it proves the most useful, however, is worldbuilding. For my
money, the key to any book in the fantasy or SF genre is that it must
feel real. Even if it is filled
with the most bizarre and fantastic things, then it needs to be
internally self-consistent, which goes way beyond simply making sure
to keep character and location names straight; it principally means
that characters have to act in ways that are logical to the setting.
The surest way to make sure that the plot fits the setting, of
course, is to make the setting fit the plot; there is a certain
element of give and take here.
Which
brings me to a little admission; for quite some time, I've been
working on my fantasy series; the intention was always two novels and
a collection of novellas. With the exception of a couple of the
novellas, everything was coming together nicely, but last night I ran
into a somewhat unexpected problem. Over the course of five minutes
all of the plots tangled together into one coherent storyline. More;
it resolved basically all of the problems that I had been having with
the separate stories, bits and pieces here and there. So now it
appears I'm writing a fantasy trilogy.
This
makes the setting more important than ever. I know that I need
certain elements to make the plot work in the way I have in my head,
I likewise know that I need certain locations for the trilogy; the
bulk of it is set in a city-state, which means that I need a land
that houses
city-states, which in itself implies quite a bit about history and
geography. I need enemies internal and external, I need religions
that work a certain way...all of it adds up. I'm going to want a map,
as well, but that actually comes a lot later in the process. (I've
often fallen for the old trap of drawing a map first...what can I
say, I like maps!)
Right
now I have a Dark Ages-era setting, with a selection of small pocket
kingdoms amid the ruins of a once-great Empire. Religions that
require blood sacrifices on occasion, specifically when asking
favours of the gods, small professional armies and civilian levies as
well, a rising merchant class, and an enemy of all of the above.
Preferably several, because the land begins in a state of war.
The
hardest part here is trying not to give any spoilers. I'll outline my
biggest problem and the solution; I knew that the setting begins with
the King and Queen (actual titles subject to change) at war, but I
needed another Queen that was not involved...and I found the answer
from the Vikings. Back in those times, marriages were really just a
means of formalising alliances for the most part; the Vikings took
advantage of having a foot in both the Pagan and Christian camps by
having two wives –
one Pagan, one Christian.
Thanks,
history. Consider it stolen.
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