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.
War, war never changes, and it’s everywhere. At least in fiction. When we think about war in stories (except for the most gritty retrospectives)...
James and Seth discuss, in the first episode ever, a practical definition of worldbuilding from the basic establishment of a good setting to an...
Do you ever feel overwhelmed with the process of worldbuilding? There’s just so much to learn and do, you’re building a whole world after...