Adventure Time and Lord of the Rings obviously have a lot in common, but how much? There is a strong temptation to write worlds that entirely consistent ships in a bottle, where all the details are ironed out. That world, as long as it stays bottled, is perfect. When you put characters in it, though, and start writing your story you’ll find that the ship in a bottle is insufficient and the world must be experienced to truly come alive. Worlds can’t be separated from their audience or their media and as we experience those worlds the unknowns that we see, those dark shapes just beneath the surface of the narrative, drive a sense of wonder which is what draws us deeper into the world. Adrian Gramps and James dive into creating worlds that endure and find that, as ever, narrative and characters are what drive a vibrant world.
It’s a bug bear isn’t it? Exposition. I mean, in one sense we’re told to show and not tell but we also need our...
What happens in your setting when someone dies? Are there gods? Are they deeply concerned with the comings and goings of people or are...
Everyone’s afraid of being unoriginal. I mean, it’s understandable that we want to stand out. We don’t want our world-building to be hum drum...