Writing Excuses 20.20: The Lens of Where and When
Key Points: Where and when, aka setting, or worldbuilding. What are societal constraints and conventions that you can use? How are your characters shaped by the world they are in? What nitty-gritty details of daily life are going to show up in your work? Where does the poop go? Where do place and setting hit person? What has the character experienced? Meaningful details make a world become vivid. Make your characters interact with the world. How do you build a setting that can change, without breaking? Sometimes you do upend it, and write about the consequences of that. Or you can keep the definitive parts, and change things around that. What happens after the glorious revolution can make a really interesting story.
[Season 20, Episode 20]
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[Season 20, Episode 20]
[Mary Robinette] This is Writing Excuses.
[Dan] The Lens of Where and When.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Erin] I'm Erin.
[Dan] Today we're going to talk about where and when, and we're going to talk about setting. How you view and use setting. And in speculative fiction, we often call this worldbuilding. But once you've finished building the world, how do you capture it on the page? How do you convey that world, and how, most importantly, does that world change the things that you're writing and change the way that you're telling the story? What does it really mean for a setting to be vivid, or a world to feel deep, or a place to feel lived-in? And so I want to throw this question out first, how does the setting, how does the place where the story takes place, change what you are writing and how you write it?
[Mary Robinette] One of the things that I find is that this is a thing that I play with a lot because I'm writing secondary world fiction sometimes and sometimes I'm writing alternate history, and they offer me different choices. We've talked before about how sometimes when you're writing something that's an alternate history, when we had C. L. Clark on last season, that there is a tension that comes from this, from the audience's awareness of the setting. And that you can use that to change the way the audience is thinking about the story. And you can also use it as a way of focusing in on the story, the story that you're trying to tell. So I find that when I'm trying to set a story, that one of the things I'm looking for are kind of sort of the landscape things that I use. Some of it is that, with time in particular… Yeah, time in particular, I'm looking for the societal constraints and conventions that I use. If it's a time of war, that's going to be a very different story than a time of peace. So those are things that I look at for how I support some of the other choices that I've already made.
[Erin] I think, for me, there sort of two things. One is that characters are shaped by the world they live in. And I think this is sometimes where, not to go back and think… Bring trad character into it, but I think it's really important. Because I think sometimes, because worldbuilding can be so exciting in speculative fiction, like, we can go really ham on, like, thinking of, like, every really interesting thing and how the sewer system works and, like, how the magic system works without thinking about, like, what does it actually mean for, like, John Jane Doe walking down the street, and, like, what that means in terms of what do they encounter. What systems are there? How do they get from place to place? Where are the tensions that they're getting in their everyday life? What's easy for them that we would find hard? What's hard for them that we might find easy? So, I think the first thing I think about a lot is, like, where… How does the place sort of weigh… We talked about weight earlier this season… How does the place weigh on the characters in both a good and bad way? How do they feel it? How do they live in?
[Dan] Yeah. And that's such an important thing to think about, when you're worldbuilding, because when we are doing worldbuilding, I know there's often a tendency to think about the really broad kind of Tolkien-esque kind of things. Like, this is a world that has elves, and they live in trees, and whatever you're trying to do. Whereas the nitty-gritty kind of daily life details are often the ones that are going to show up in your work so much more than that. How do they get around in this city that lives… They live in trees? Do they have public transportation? Do they just have to walk everywhere? Do they have any kind of…
[Mary Robinette] Like the puppet [garbled] you gotta go get that.
[Erin] Yes.
[Laughter]
[Dan] What is going on here? And I remember when I was breaking in, there was this huge push to think about economy. And every time I would go to a convention, there would be some worldbuilding panel where they were like, you have to think about where all of the food comes from and where all the money comes from. And, yes, I think that that's a useful thing to think about. But, for me, I agree with you, Erin, that so much of it comes down to character and what is going to affect these characters. And, yes, if there is no food around or if food is scarce, that's something that's going to weigh on them heavily. But if there's always food and they don't have to think about it, then maybe it's never going to come up in your story.
[Erin] Yeah, I think… And, I think I also… I often find, like, those systems questions, like, do you get so, like, taken away from the people. Like, people always ask, like, where does the poop go? A question we should always ask…
[Laughter]
[Erin] About our stories, truly. But, like, that's somewhat interesting, but if you're, like, so and so, like, they have a poop shooter system that, like, uses hollow vines to shoot it out of the trees. Like…
[Laughter]
[Erin] [garbled] elves.
[Dan] This is why Tolkien never got into it.
[Laughter]
[Erin] But Legolas was, like, well, like, that attracts, like, rodents, that attracts weird things to the trees, so, like, whose job is it, like, who's actually down there, like, sweeping up at the bottom, like, of, like, where the poop shooter goes out?
[Dan] Cleaning up…
[Erin] That is…
[Dan] Pneumatic vines.
[Erin] The pneumatic vine cleaner.
[Dan] Legolas! There's rats in the pneumatics again!
[Erin] Like, there are 10 more… 10 times more stories about Legolas, the pneumatic cleaner, and, like, whatever's happening there then there are, like, to me, then the big systemic questions. So, it's like when place and setting, like, hit person, that's when, for me, the sweet spot is, for sure.
[Mary Robinette] Yeah, and I will often use that when I'm having trouble finding traction on a thing. Where I've got the general idea, but I'm like… What am I going to do with this? I don't always go sequentially. Sometimes I start with character, but sometimes, I'm like I don't know who this story is about. And I will look at place for who is available to me. And I look across the socioeconomic spectrum, who are the people that are the poorest people of society, who are the poop cleaners down at the bottom? Maybe it's a high status job, who knows?
[Erin] I like that. It's Legolas' duty.
[Chuckles]
[Erin] That's why he's got to have the braids, to keep…
[Chuckles]
[Dan] Oh, my God.
[Erin] Sorry, listeners.
[Dan] So. At the risk of getting us back on track…
[No, no]
[Dan] Let's talk a little bit more about time, about the when half of this where and when, because if you are writing historical fiction, if you are writing something set in our world, I think it becomes very natural to think about time. But if you are writing something about outer space, if you're writing something about… Set in a completely different world altogether, then there's… Time still matters. Like you were saying, is this a time of war or is this a time of peace? Is this a time of intellectual Renaissance? Is this a time of whatever it is? There's a lot of those when questions we can still ask.
[Mary Robinette] And it's also, I think, for me, one of the things that's fun to play with with when is also when in the characters life is this? What are the things that they have experienced? Knowing a little bit about their history, that's… That history is part of the when of the character. And, again, with the character, but it does affect the way the story is told. If you know that it is after a traumatic event for… In a time of war, chances are that this character has experienced traumatic events. What are those, how do they affect the story? Also, time of day can make a huge impact on a story. A scene that is set at noon can often read very differently than one that's set at midnight. Hello. Let us meet at noon…
[Chuckles]
[Mary Robinette] For our romantic tryst that no one will know is happening.
[Chuckles]
[Mary Robinette] Like…
[Erin] And that… But that's interesting, because it immediately makes me think, well, what kind of world… Like, if I want to have that, if I want a tryst at high noon, but no one knows it's happening, what does that say about the way time is viewed and used in that world in a way that's different from ours? Is it, like, the sun is so hot that it's, like, so dangerous to go out during noon because your eyes will melt out of your face, and so, therefore, like, it is dangerous and difficult and that's why this is the time to meet? So I think it's sometimes fun to, like… Time is something I think is hard for us to get away from in some ways, but a lot of times, even when we create new worlds, they're still like working 9 to 5, like, in some ways, they're still doing everything during the day and sleeping at night, because that's the way we do. But, like, is that always the case? What about a place where there is no night, or there is no day? All of that kind of stuff.
[Mary Robinette] Yeah. I'm working on a short story right now, as we record this, where my character winds up in a world that… Cave systems, it's all like phosphorus and fungi, and I'm like, do they have day night cycles? Like, when is sleeping happening? How do they tell the passage of time? How do they tell seasons? I'm just finishing working on Martian Contingency. And I think I have probably complained about this multiple times, that I have so many regrets because I decided to structure it around calendar, but there's the Earth calendar and then there's the Martian calendar, and Martian days are 39 minutes longer than Earth days. So, when do we celebrate holidays? Do we keep them with what's going on at home, do we celebrate them at a new time based on the cycles on Mars? And also your living underground, so your idea of day night cycles are based on the very few people who are going out on the surface. And it's like… It becomes this whole cascading thing where the when of the story affects, like, every decision that I made and also it kind of hits a point… It's not arbitrary, but it's… It offers opportunities to be in flux and reveal something about people, because of the way they are making… They are interfacing with time.
[Dan] And speaking of time, this is the time when we are going to pause for a moment.
[Dan] All right. So we are back. And I would like to ask you one of the other questions that we posed at the very beginning. What does it mean for a setting to be vivid? How does a setting come alive?
[Erin] I have an answer to this, I think, that actually comes back to time as well. So, a couple of years ago, I got the opportunity to write for the Pathfinder Lost Omens travel section. And I was actually in charge of the time and calendar section, and got to think about how different cultures within this really big world of Golarion, which is the Pathfinder world, how different cultures actually dealt with time. So as I was thinking about it, I thought a lot about how we… When we decide to mark an occasion, when we decide to measure our world in a particular way, there's usually a reason for it. Sometimes it's an arbitrary Emperor, as in our month system. But it can be much more meaningful. So I think worlds feel vivid when things that we choose to put in them have meaning. Like, have a… Have, like, a real meaning to them. And so, like, for example, I think, working with goblins, and I decided that they actually measure times by the length of songs and campfires. And so everything… I like that, because I was like fire is so visceral, like, how long… And they really know, like, how long this fire will burn, and they have, like… It's something that they all kind of can figure out, like, really quickly, and they know how long this song lasts. So there like, okay, we're going to sing this long song, and by the time that's the end, we will… It will have been an hour or three hours. And you get to a point where you could sing it in your mind. And you don't actually have to sing that song out loud. And what I like about that is that it's details. So I think worlds become vivid when you have details and those details have meanings that resonate with the world and make sense for it.
[Dan] Yeah. Well, and I would add further that your story needs to take advantage of those details. If that's something that we can only learn about reading the appendix, then it didn't necessarily affect the story in any way.
[Chuckles]
[Dan] Whereas if your characters are kind of constantly singing that song to themselves in the background, that that's how they talk about time and they say, "Wait for me here, I'll be back in two songs of whatever," then that matters, and it does bring it to life.
[Mary Robinette] The other thing about that is that it is an interaction with the world. One of the things that I see people do frequently when they… They have world builder's disease, is that they can describe a world, they can use all of these beautiful pieces of language to tell you about the trees and the vines in the poop shooters and all of this, like, gloriously visceral language, but no one interacts with it. And so the story can become static. For me, the thing about the where and the when is that it is a thing that is inhabited. Like, time passes. I know that my animals can tell time, because if I'm late with their meal, they definitely let me know. So they have an awareness of time. But it is that interaction with the time. It is the this is a thing that supposed to happen. So when I'm thinking about it, I am thinking about how is my character interacting with it? The thing that you were talking about, the being back in two songs. That's an interaction with it. What are the other ways my character is interacting with the world? And that, for me, is how I make it vivid. By making it a lived in place.
[Erin] And I also think, challenging the world that you've built. I think sometimes we're reluctant because we spent all this time building, like, a beautiful house of cards and you don't want to blow on it. But that's when things get interesting. So I was thinking about the measuring time by fire, and, like, what happens in a typhoon? When you really needed to measure it, and the fire goes out unexpectedly. Like, then what happens? Like, and that probably happens at a crucial moment of conflict. So, I like to set up a world, and then by… If you can knock over parts of the world and the world still stands, I think, for some reason, that feels more lived in and more vivid. Because there are many things in our world that don't make sense for that fall apart and we still keep going. So when things are too perfect and everything lines up to well, sometimes it also feels like very… Like a doll's house that's, like, really pretty, but like it doesn't feel like… It feels like dolls are living in there instead of, like, people in these stories.
[Dan] Yeah. Well, and that's a big question that I often think about with worldbuilding, especially with a series or, like you were talking about with Pathfinder, some kind of ongoing setting that kind of more or less needs to remain static. You want your characters to be able to affect the world. You want things to be able to change. But you still want to be able to tell more stories in there. How can you build a setting like this that has intriguing when's and why's and you're able to mess with it without completely upending it and breaking it? So that book 2 takes place in a different setting altogether?
[Mary Robinette] I think it's… I think, first of all, that you actually can upend it and have book to take place in a different setting. So that's an option. But if you don't want to do that, then you think about, for me, the things that define the world as this is the place. And you can break the things around it, but there are still definitive things. So, if I'm telling a story that set in Mississippi and I dry up the Mississippi River, it has become fundamentally a different place. So I think of the Mississippi River as being a fundamental piece of the Mississippi, and I affect a lot of things around it. But I make a decision ahead of time, I'm not going to touch that. That said, it can be really interesting when you fundamentally break the thing. Sometimes the thing that is the defining characteristic is the people that are in it. But people are shaped by environment. It's all linked together.
[Erin] I also think that sometimes you… [Garbled] I think it's hard to break a world in some ways. Like… Fortunately or unfortunately, one thing that I often like grate at a little bit in fantasy is, like, when it's like we killed the king, and we get a new king, and, like, that definitely fixed all the things that that king was doing.
[Chuckles]
[Erin] It's like systems are very ingrained, and so I think one way to do it is to have somebody… Like, the system of the world doesn't change, but a person's understanding of it does. The way that they try to change it in their corner does. And then actually seeing the implications of change. Because a lot of times, after the curtain goes down on book 1, and the person's like we have done the glorious Revolution, it's like but all the things that you learned, all the ways that the place has weighed on you, will change the way that your revolution runs and what you do next and how easy it is for you to fall into the trap of becoming the world that you wished to break. And I think that is, like, such a… And that, to me, is a really interesting story…
[Mary Robinette] Yeah.
[Erin] Where it's like the world persists even if I try to change it.
[Mary Robinette] I think that's the thing. It's that there's logical causal chains. It's like this follows that, this happens because of that. You actually made me think of, also, Mistborn. When you hit the end of book one, it is… I remember thinking, how do you write a sequel in this? Because they've done all the things, and the world is fundamentally different. And book 2 is very much like, oh, now the world is fundamentally different. What are the consequences of that? And…
[Dan] Yeah. The… Mistborn is a great example. It's one of the ones that I always go to when I'm working with game writers and saying, "How do you end this?" This is a problem I have right now, because I'm working on the Mistborn RPG. Wendy you set your game if you have so many different points, and his series is filled with points that completely redefine what the setting is. So many people think of Mistborn as, well, there are these grand balls in this kind of dark industrial city where terrible things happen, and people sneak around in the mist. And that is one of the seven books. And then that setting changes, and you move on to the next one. And if you want to maintain, you come up with that one cool idea that you think is great and you want to maintain that over the course of several books, maybe don't kill the Lord Ruler at the end of the first one. But if you do want to explore that concept of change and explore the world is different, then, yeah, it's okay to do that.
[Erin] I know we're running low on time ourselves, but this actually reminds me of an answer to your earlier question about what does time mean? Which is also, like, where does the actual world itself… Where does the city or the country or the universe view itself in a timescale? Do you know what I mean? Are we year one of a generation shift or year 1000? Like, we usually set ourselves against something. Are we the end of an era, the beginning, the saw he middle of an empire? And, really thinking about, like, where does your actual setting take place, like, timewise? Like, what is their image? Where does it start? Where did their causal chain start of their society and are they the first link, the middle, or the end? Because, I think, that actually… Like, dying empires have some similarities, even though they die in different ways. And so do new revolutions have similarities, even if they're very different in their goals and what they do, because there's something about newness and there's something about, like, stagnation that can actually… That are a thing of time that has nothing to do with and everything to do with the actual setting that you're building.
[Dan] Absolutely. We are going to end this episode now with some homework, which is this.
[Dan] Take something that you have written in which the setting matters. A scene that takes place in a certain party or setting or location, a building, whatever it is. And then rewrite it in a completely different setting and see what kind of changes that suggests to the characters or forces into the story.
[Mary Robinette] This has been Writing Excuses. You're out of excuses. Now go write.