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Why Worldbuilding is Bad
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<blockquote data-quote="Prophet2b" data-source="post: 3459145" data-attributes="member: 36476"><p>Yeah... that was pretty bad... I suppose that if you want to churn out book after book after book in rapid succession to make a lot of money off of mediocre (or even poor) writing one should listen to his advice, but the truly magnificent stories... those are stories <em>in a world</em>.</p><p></p><p>Tolkien is only one example. Robert Jordan's <em>Wheel of Time</em> series is a great example of a story that takes place in a world - a world that he created, planned out, and is still planning out. Terry Goodkind's <em>Sword of Truth</em> series is another good example. For a Sci-Fi example, just look at <em>Serenity</em> (okay, so it's not a book, but it's still a story) - Joss Whedon put a ton of work into the world that was never seen on television, and may never have been seen. Or Star Wars for that matter... huge world (an entire galaxy) surrounding a "small" story, which is one reason fans have found it so easy to continue to the storyline - they have a context from which to draw upon (even if the subsequent books aren't all that great of literature - the world context is still there, and Star Wars would have sucked without it).</p><p></p><p>A world is important because it is from the world's context that society and cultures are molded and influenced by one another. If an author or GM wants a truly realistic story, they're going to need a truly realistic world.</p><p></p><p>Consider our world for a moment. There are phrases that we use, dialects we've formed, fashions we've adopted, and references we make every single day that we don't even think about, but without the context of the world around us and our past history, these things would never have come to be.</p><p></p><p>Without a world, all your story becomes is a claustrophobic, static environment with no realistic mood or theme.</p><p></p><p>This isn't to say that there haven't been "decent" stories produced by authors who don't create the worlds. It's only to say that if you want a truly great story, you're going to need a world. That is, after all, where stories take place. The world defines the story, not the other way around.</p></blockquote><p></p>
[QUOTE="Prophet2b, post: 3459145, member: 36476"] Yeah... that was pretty bad... I suppose that if you want to churn out book after book after book in rapid succession to make a lot of money off of mediocre (or even poor) writing one should listen to his advice, but the truly magnificent stories... those are stories [i]in a world[/i]. Tolkien is only one example. Robert Jordan's [i]Wheel of Time[/i] series is a great example of a story that takes place in a world - a world that he created, planned out, and is still planning out. Terry Goodkind's [i]Sword of Truth[/i] series is another good example. For a Sci-Fi example, just look at [i]Serenity[/i] (okay, so it's not a book, but it's still a story) - Joss Whedon put a ton of work into the world that was never seen on television, and may never have been seen. Or Star Wars for that matter... huge world (an entire galaxy) surrounding a "small" story, which is one reason fans have found it so easy to continue to the storyline - they have a context from which to draw upon (even if the subsequent books aren't all that great of literature - the world context is still there, and Star Wars would have sucked without it). A world is important because it is from the world's context that society and cultures are molded and influenced by one another. If an author or GM wants a truly realistic story, they're going to need a truly realistic world. Consider our world for a moment. There are phrases that we use, dialects we've formed, fashions we've adopted, and references we make every single day that we don't even think about, but without the context of the world around us and our past history, these things would never have come to be. Without a world, all your story becomes is a claustrophobic, static environment with no realistic mood or theme. This isn't to say that there haven't been "decent" stories produced by authors who don't create the worlds. It's only to say that if you want a truly great story, you're going to need a world. That is, after all, where stories take place. The world defines the story, not the other way around. [/QUOTE]
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