Creating a Sourcebook for Your World

Sometimes, when writing a story, your world gets so big that it gets hard to keep track of everything that is happening in it. You can introduce so many different elements, settings, threads and characters that telling a cohesive story that stays faithful to everything you’ve established becomes a challenge. This is especially true when you’re writing a story that needs multiple installments or sequels. I faced that problem with a story I am currently seeking representation for as of this post. I have already started writing a follow-up book, and in writing it I realized I had set up a lot of concepts in the first book that I need to flesh out before writing the second. When that happens, You might want to compile a reference source that explains everything about your world that you can come back to when you’re stuck. This is usually called a story bible, or a sourcebook.

RPG elements

The best known sourcebooks are from tabletop Role Playing Games. The Dungeon master needs source material to create the scenarios for the other players to operate in, so he uses books full of material that references locations, landmarks, magic systems, races and cultures, along with key characters and any other details about that scenario that the Dungeon master may need. Armed with this information, they can then create adventures for the other players to get involved in, and be prepared for any action or reaction the players may exhibit during the game. You can apply this same principle to your story. In essence, you are both the Dungeon master and the players, and you want to be armed with as much information as you can generate to craft the most cohesive story you can make.

Elements of sourcebooks

Many, many years ago Lloyd Brown wrote an excellent article on developing Sourcebooks for tabletop Role-Playing Games (You can read it here https://www.rpg.net/news+reviews/columns/free09jun05.html ). Let’s take the elements he introduced and expand them for a broader range of world-building.

The Tone

In creating your sourcebook, you want to establish what the overall mood or ambiance of your world is. Is your world dark and foreboding? Paranoid and suspicious? Bright and optimistic? Grand and regal? Satirical and Tongue-in-cheek? What is the overall tone that you want your readers to feel as they engage your settings? Take some time to describe how this world feels.

The Places

Landmarks and important locales are a defining element of Role Playing games as they present backdrops for the players to romp through. This is also true for general fiction. Take some time to describe and explain the most important places of your setting How they are built, what important events occur there, and what importance they have to the overall world. If you can even map out the locations, whether its a map of their interior or an exterior map of where they are in relation to the rest of the world, that will also be a great help.

The History

The original article says it best: “Give a background on the setting’s history, explaining how it got to where it is now. If it’s a fictional setting, you might start with a creation myth and work from there. If it’s an alternate history setting, where your history deviates from real-world history is a good starting point. For science fiction games, background elements usually include Earth’s exploration of space and first contact with aliens.”

To elaborate on that, any element or concept that has any importance in the story should have a history attached to it, explaining how it came to be in your setting and what led to its importance. And any detail of your story that deviates from real-word sensibilities will also need to have some backstory attached to it. And don’t forget to make sure all of your histories and backstories work well together, to help avoid conflicts.

The People

Explaining how the people live in your world is paramount to your story. You want to delve into the different races, classes and cultures and how they operate within your word, as well as how they interact with each other. Use every tool at your disposal, from describing art styles and rituals, to traditions, dress styles and cuisine. You can even mention their language tics and music. Anything that will help you as a writer and the reader get a clearer picture of how the people in your world live and breathe will help, and the more, the better.

You might also want to add some details about your most oft-used characters. It could be a great reference for both you and the reader as you continue depicting the situations those characters get themselves into and out of.

The Religions

Religion and faith play a heavy role in how the real world operates, so it must have a place in your world, too. Even the lack of a central religion in itself is a tenement of belief. Take time to explain the roles religion has with your people, places, culture and history. Who do your people believe in? How do they express those beliefs? What landmarks and rituals do they associate with those beliefs? How do these beliefs affect the way the world is run, and how different cultures deal with each other? These can have a profound effect on your story, so you might want to take some time to flesh these details out.

Mythology counts in this category, too. The fantastic creation myths and legends of pantheons and history explaining how cultures see the world is also fair game for delving into.

The Tech

This wasn’t covered in the original article, but it really should have been. If your world has any element that operates outside of the norms of the real world, you need to explain how those aspects work. It could be explaining how magic works in your high fantasy setting, or explaining what vampires and werewolves can and can’t do in your horror story, and definitely explaining how the outlandish, futuristic gadgets work in you sci-fi or espionage story. Having a concrete set of rules for how these important elements work grounds your story and makes it easier to stay consistent the more you write about it.

The Secrets

Your setting will have loads of secrets waiting for your characters to explore and discover. The more prominent ones that have a direct effect on your story will probably need to be fleshed out if they haven’t already been covered in the previous topics. Take the time to really delve into the who, what, where, why and how of these secrets, and possibly explain why they are secrets to begin with.

Referencing

While some of the more well-known story franchises have been known to publish their sourcebooks, it is really more for your own personal reference and understanding of the world you are creating. So be sure to keep your sourcebook handy while writing so that you can come back to it whenever you need to check the accuracy or consistency of something you are writing. And be sure to keep your sourcebook flexible. You will be introducing new ideas, concepts, places and people constantly to your world, so you need to be able to update your sourcebook as needed.

You will find having a convenient reference source for the world you are creating to be a valuable resource, and it may even prompt you to do more deep exploration of how your wold works, which will in turn add more material to your sourcebook that you can mine for stories. I am constantly adding new ideas and concepts for the high fantasy trilogy I am currently writing, and most of those new concepts, landmarks, people, histories and ideas are built upon stuff I had added to the sourcebook long ago. Take some time aside to develop this, and your stories will be better for it in the long run.

Starting Over

So you’ve just finished writing your epic manuscript. It is your masterpiece; the story you’ve been born to tell, that you have poured all of your heart and soul into for months, if not years, on end. You’ve carefully chosen every word and phrase, and did a ton of research to make sure the story was authentic. In your mind, it is perfect.

Then you hand the story you are so proud of over to your beta readers or your content editor to look over. And they shred it. They find massive, gaping plot holes, or serious believability issues, or huge flaws in your character development, or serious inconsistencies with your setting, or technical/historical inaccuracies. Or even worse, all of the above. Nothing short of a complete overhaul is what you need to make your beloved story publishable. And the story is too dear to you for you to discard, so that means you’ve basically going to have to rewrite the whole thing from scratch. So how do you go about handling that?

I’ve had a few instances like that, where I had to take my idea back to the drawing board after someone I was pitching my ideas to swiss cheesed a number of my concepts and characters. So here are some of the approaches I took.

Find Your Core

You really want to start by getting to the heart of your story. What is your story really about? What is the driving conflict and theme? Oftentimes, problems arise when your story drifts too far away from its central themes and conflicts. Examine your characters and the world they exist in. You should be able to summarize the essentials of your setting and each character in a sentence or two. Boil everything down to this core and start rebuilding from there.

Asking Why

When finding your core, the best way to develop things is to look at the tenements you are building your story around and asking why they have to be that way. Why is your heroine so cynical? Why does your villain want so badly to execute his nefarious plot? Why is that landmark in your setting so meaningful to the narrative? Come up with answers to those questions, and then ask them again of your new answers. Get to the bottom of why your most important elements are so important, and use that as the basis of your retelling of your story.

Delve Into Your Backstories

sometimes the best way to fix what is going to be in your story is to delve into the details that won’t be in your story. Your backstories give flesh to the skeletons you have of your setting, plot and characters, and give you reference points to use when developing your story. Take the elements you plan on introducing and the concepts that might need some explaining, and explain them: where they came from, how they got to be the way they are, and what effect they have on the rest of the world and characters. Be cognizant of inconsistencies and stuff that flat-out doesn’t make sense within the context of the story you want to tell.

It might even get to the point where you need to create an entire story bible or sourcebook to explain everything that is going on in your wold and with your characters. I plan to address the ins and outs o creating one in a future blog post.

Double-check Your Research

There may be instances where your critics poke holes into the accuracy of some of your story elements. When this happens, then its time to delve deeper into your research. New information is constantly being added for just about any topic, and perhaps some of the information you gathered at the time has been further developed, or even refuted. So it would be prudent to do a double-check to make sure that the information you gathered is still accurate and relevant. Make sure your facts are straight and that they apply properly to the story you are telling.

And this research includes the overall criticisms from your beta readers and content editors. Take a second look at what they had to say about your story elements and see if you can address those critisisms directly in your rewrite. In addition to the negative stuff also pay attention to the stuff they liked or that really caught their attention. These are elements you want to build on and prominently feature.

Try Something Different

Sometimes the best approach is to take your core ideas and simply build something new out of them. Both fantasy stories I am currently seeking representation for as of his post had instances were I had to do that. My urban fantasy thriller Needle of the Southside came about from a failed sci-fi/fantasy hybrid epic I was writing in the same vein as Final Fantasy 7’s narrative. While bouncing ideas off of my content editor, she found a ton of questionable plot and setting issues with the story as I was planning it (I actually had thumbnailed a 4-issue comic book about the story at the time). So I had to scrap the story and restart the narrative. In doing that, the core story elements, along with her insights, led me in an entirely new direction for the story.

Likewise with the fantasy epic I wrote called Return of the Tyrant. There were a ton of plot elements and adventures I had planned for the heroes of my story, but while talking about my ideas with my content editor (we bounce story ideas off of each other often), she found that many of my ideas would be problematic to execute in a first novel, if at all. So I heeded her advice and put those ideas on the shelf for further development, but that left a void in what I had planned for he first book. So I had to craft new adventures, which meant introducing new characters and settings, which took the story in an entirely new direction from what I had originally planned. The adventures I originally had in mind can still be used, but I will now have to adapt them to fit the new direction the story is going in for future follow-up books.

Starting over can be a frustrating, daunting task. But if you are up to the challenge, you can take the remnants of what didn’t work, and truly craft something memorable, which will be many, many times better and more engaging than what you had originally come up with. So don’t be afraid of the process.

Avoiding Information Dumps

While critiquing a fantasy novel written by a colleague of mine, I made the observation that the vast majority of her first chapter was exposition explaining the world and its backstory. Nothing actually happened until Chapter 2 when the story REALLY began. In my book, that’s a no-no. I’ve explained in a previous post that using chapter one to focus on worldbuilding was a possible way to start off a novel, but it must be done with great care and precision to be able to get pulled off successfully, and I don’t think just any writer can do it. But this also speaks to a larger point, which is having large chunks of exposition and what I call “Information dumps” in a story. The problem with an information dump is that is grinds the flow of the story to a halt (or in my colleague’s case, prevents the story from even starting) so that you can explain whatever necessary tidbit of information you think is essential for the story.

Granted, When writing Sci-fi or fantasy, or any story where there is technical information that must be explained, certain exposition scenarios are unavoidable. If you have a piece of futuretech to be used in story, you HAVE to explain how it works. But even in those instances, there are ways to make that work that will not slow down or stop the flow of your story. Here are a few options to consider:

1. Sprinkle details of your exposition throughout your story.
I think this is effective because it adds extra depth to your story and doesn’t reveal everything at once. I used this method when Setting up the world and science of Godmode. As Elijah explores his environment, the reader learns and experiences things as he does. The key is to have the information you want to deliver be relevant to whatever situation your protagonist is in at the time.

2. Break your info dump up with actions and dialogue.
This is an option when you have an active narrator, like in a first-person perspective story. While your perspective character is explaining your world’s history, or that complex technical detail that is vital to the story, also show your character actually doing something and interacting with his or her environment at the time. This serves the purpose of moving the story forward while also explaining that vital information tht the reader needs to know.

3. Make an appendix.
You also have the option of taking that technical information and backstory and placing it in the back of your book as an extra bonus. This also adds a layer of depth to your story. A story with an appendix has a different feel than a story that doesn’t. It adds an extra gravitas to the story, because if it was major enough to need its own appendix, then it must be VERY major, right? Footnotes and annotations also count. Terry Pratchett used footnotes masterfully in his Discworld series.

These are just a few options you can utilize to get all of that pertinent information into your story smoothly. Give them a try and see what works for you.

As mentioned, Pratchett was an absolute master of adding to his world via footnotes and annotations. And they were also hilarious. Here is one of my favorites from his Discworld series of books.

Magic: The Gathering and the Art of World Building, Pt. 2

If you’ve read my previous post about how the card game Magic The Gathering uses its cards to build worlds, you know that I feel this could be a valuable tool to help a writer flesh out the setting of his or her story. I briefly explained how I did it, but now the question becomes “how can YOU do it?”

I have a few tips.

In MTG, the cards are elements of a world: flora and fauna, people, cultures, landmarks, important events, etc. Each card has its own mechanics that tie in not only to the game, but also to the element represented. For instance, if I were to make a card for one of my characters from my new manuscript Return of the Tyrant – an elf that is the last surviving elf in his world because he killed every other elf, it would be a creature card that destroyed every other elf in play and prohibited anyone from bringing any more elves out until that elf was destroyed. Now the card itself tells the elf’s story whenever you play it. To the makers of MTG, this is called “flavor.”
Each piece of flavor you add to a given element, whether it be a picture depicting the element, or some text explaining the element, or built into how the card works, deepens the story of the element and adds new dimension to your world.

Magic: The Gathering’s Color Pie

MTG’s foundation is a color-based system that defines every aspect of the game. there are five colors, each with its own personality and methodology, and that is the lens through which every aspect of the game is focused. (broadly: red=freedom and emotion, white=order and selflessness, black=selfishness and pragmatism, green=nature and balance, blue=intellect and invention) Each culture, creature, event and landmark is seen through the view of what color ethos it most closely represents. This actually makes defining the core aspects of worldbuilding elements easier because it gives you a base to develop around. If you have a culture of stoic warriors, you might want to lean them in the direction of a red-white combination, if you want some mad scientists, you make them red and blue or green and blue, and a mafia-like organization would be white and black. A cold, calculating manipulator could be blue-black, while a classic good guy could be monowhite.

Using a Game to Discover Your Story’s Theme

By using a game to develop your world, you can also detect broad thematic elements that can help you develop your story. Every world in Magic the Gathering has an overall theme, whether it be the adventure world aspect of Zendikar to the History-reverent world of Dominaria. once you discover the themes behind your world, you can use that as an aspect of your story. for Return of the Tyrant, the theme of extinction and lost civilization became prevalent as I was developing the cards in my game.

I’ve discovered two approaches to this method that work well. The first is what I call a Tourist mentality. You are a visitor to your world, and you are merely recording the stuff you observe as you travel through it. This is good for coming up with the people, animals, vegetation, landmarks, etc. that make up your world. The second is what I call the Historian’s mentality. Your job is to archive and describe in brief the histories and cultures that shape your world. This is how events, backstories and traditions get created…and often are good incubators for spinoff and follow-up stories.

Now, you don’t have to use MTG exclusively to do this. Any game can be used this way. even such classics as Monopoly and Chess. Or better yet, you can try your hand at inventing your own tie-in game. This would be a good idea because you now have a ready-made merchandise item once your book gets published.