A way with worlds: 32 - Yin and Yang: Knowledge and Ignorance by Steven Savage of Seventh Sanctum
Page 1 of 2 A lot of this column comes
from my experiences in worldbuilding - playing and writing RPGs,
a shared-universe project, and my past and current writing, quite
a few years of it. I still recall my first universe - a bizare
mix of mary-sueism, genetic engineering, weird religious stuff,
and an interest in UFOs. I was about 11 when I created it.
However, I'm always learning
new things. Art in a strange way isn't about success - it's about
experience. I'm going to share one of my more recent experiences.
Recently, in working on one
of my own Xai stories, I had an odd plot twist that made sense,
but also made me think about how I design and write characters.
It was one of those moments of "and why didn't I see this
coming?"
So, of course, I turned it
into a column. If you're going to learn from your mistakes, you
might as well see if anyone else can.
KNOWING WHAT
CHARACTERS KNOW:
We're used to knowing what our characters are
knowledgeable about: skills and experiences, languages and
trivia. In a way, people (be they human or not) are the sum of
their knowledge and experiences. Keeping track of these things is
vital with complex characters and a complex cast.
Some of us even used
RPG-like character sheets to keep track of characters, which I
find to be very helpful. After all, it helps you know what your
characters know, and a good list of skills is a great quick
reference.
But the thing that came up
in my recent writing - the significance of what characters do not
know. Spending all our time focusing on what characters can do
and are aware of ignores the much larger world of what they can't
do and aren't aware of.
IGNORANCE IS PLOT:
In my Xai storyline, one of the characters didn't
know how to drive despite living in an urban setting (he had been
raised in a religious order that was no larger than a town). This
was a minor plot point in a story that just sort of came out of
the blue. One of those things I realized, included, and then went
on in my writing.
Of course things that you
ignore tend to come back to haunt you, and it's very easy not to
think a lack of something is significant.
Soon I realized this wasn't
throwaway, this wasn't trivial. This was important. A character
who couldn't drive despite living in a large city. It was
something his friends were likely to comment on, his girlfriend
even moreso. Eventually, it was going to become an issue in the
story.
Soon this lack of knowledge
became the launching point of another story, and even mentioned
in a second. A lack of something within a character had turned
out to be more important that what the character had known, and
that lack of knowledge had allowed me to launch a story and
explore character relationships.
Then I realized - what your
characters do not know is just as important as what they do know,
especially in how they relate to a setting.
FURTHER ANLYSIS:
After working this into the story, I began chewing over
the concept more - what your characters don't know can matter a
lot. I remembered the Warhammer RPG, where reading and writing
was not something every character in the fantasy setting knew -
like medieval times on our world, literacy was not common. I
recalled how a friend had complained about fantasy novels which,
despite their supposed seriousness, seemed to know things that
didn't appear to fit a medieval world.
Next Page Copyright© 1999, 2000, 2001, 2002 Steven Savage, sffworld.com. All rights reserved. No part of this may be reproduced or reprinted without permission in writing from the author.
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