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.

Magic: The Gathering and the Art of World Building

If you’ve never played the popular trading card game Magic: The Gathering, then this blog entry might sound like gibberish to you. Magic: The Gathering is a quasi-role playing card game where you and your opponent play as dueling wizards, with the cards representing the spells you fling at one another. But that’s just the broad explanation of the game.

The story behind it is that each player is a powerful mage with the ability to travel to different worlds, each with its own culture and identity, and the spells are things the player has learned or picked up from observing life on that world. There have been alien worlds made entirely of metal, Scandanavian/Norse themed worlds encased in ice and snow, Japanese-themed worlds full of Spirits, samurai and ninjas, Greek mythology-themed worlds, classic horror-themed worlds, and even a Mongolian-styled world where everyone is at war all of the time. Fascinating stuff.

Of course, now the question is “what the heck does all of this have to do with writing a story?”

The answer? “Everything.”

The thing that sets MTG apart from every other board/card game is the extensive amount of worldbuilding that goes into every set of cards. Through the cards, as well as the tie in e-books, website articles and videogames, you get immersed in a given world that has its own ecosystem, its own bestiary, its own heroes and legends, and its own struggle. And if you’re a story buff, it’s easy to get drawn in and really feel like you are a part of this world.

That is the feeling every writer of fiction should strive for in his or her stories. You want your settings to be living, breathing extensions of your story because it adds more weight and believability to your characters. In fact, some of the greatest stories in fantasy and science fiction were just about the central character exploring his or her world, with hijinks ensuing. (Pratchett’s The Color of Magic and Asimov’s Prelude To Foundation come to mind).  This is where the whole “City is a character” motif comes from, and BTW my buddy Anne Mallory does an excellent job of it in her steamy historical romances.

I thought I’d take a novel approach to said worldbuilding utilizing my passion for MTG. As an excersize for a competition to get a design internship at Wizards of the Coast (makers of Dungeons and Dragons, Duel Masters, and you guessed it, Magic The Gathering), I was given the task of creating an entire set of Magic The Gathering cards, along with the world those cards were set in. there were specific problems I had to solve to flesh out my world, which really stretched my creative muscles. So for this exercise, I decided to use a world I had been planning on telling a high fantasy epic on: a world so ravaged by constant wars, cataclysms and tragedy that it had collectively given up its will to live. (This is actually the world my book “Return of the Tyrant” Is based in). The themes were failure, despair and extinction, with a ragtag band of heroes and former villains fighting to give their world a reason to live, against a mammoth monstrosity poised to destroy them all…and the people actually welcoming the annihilation.

Through this exercise I was able to really flesh out my world and give it its identity, to add layers of myth and lore and create backstories I could explore endlessly if I so chose. I created unique creatures and events specific to my world, and new mysteries, like why the Goblins, Elves, and Merfolk that are fantasy staples are only found via ancient ruins in my world.

I didn’t win the contest (made it to the second round though). But I enjoyed the exercise so much I continued developing my set of Magic cards long after the contest ended, adding new wrinkles and twists. I used as a guide some of the articles written by MTG head of R&D Mark Rosewater which cover the process of designing a set of cards (fascinating stuff. You can read the articles here). As a result, I have a nice toybox to play in for follow-up books and spinoffs to “Return of the Tyrant”.

I also plan on using this technique for an old story idea I was working on in college with a few buddies of mine. We were looking at doing an epic high fantasy adventure set in a world similar to feudal China, and loosely based on the legends of Shaolin and Wu-Tang (and yes, inspired by the rap group). But if I’m going to effectively tell this story, I need to create a believable world.

See where I’m going with this?

Whether I actually start writing the story or not, I think it would be an interesting exercise to see if I can build this world the same way I build the other one. I wouldn’t involve any big creatures, but it would be nice to know if there are any in this world. Also, I’d have to do some more research into feudal China and Shaolin mythology to make sure stuff was reasonably accurate – it doesn’t have to be an exact match to the stuff you see in kung-fu movies, but it has to be close enough for you to recognize the source material. Also there’s the little issue of writing believable kung-fu action when kung-fu works best as a visual. I think that’s the biggest hurdle. But hey, I was able to effectively write video game action, so I think it’s a challenge worth undertaking.

In any case, if you are having any struggles with worldbuilding, I strongly recommend giving this a try. And while you’re at it, give the game itself a try. MTG has been my hobby for over 20 years, and I think you’ll like it too.