A way with worlds: 48 - Apocalypse How by Steven Savage of Seventh Sanctum
Page 2 of 2 The key is that the Big
Event, no matter how big, is really only one event in your world.
You need to not only know your world after, but before.
BUILDING IT ONLY TO
DESTROY IT:
Let's put it simply - yes, you've got a vast and
decimated setting that's been twisted off of its moorings and
thrown to the winds of fate. But, whatever tore it apart is only
one event in its history. And you need to know what it was like
before that Apocalyptic Event.
It may seem a waste to do
so, but consider it this way - no matter what, your worlds
continuity starts before the End of the World. Some things will
change radically, but it's not meaningful if you don't know how
they changed or why.
So, simply, if you're going
to end your world, design it first, then wreck it.
It's not a waste of time.
Knowing your world before it's devastated will let you understand
why it was devastated. It will let you know the impact (and
"it was really messed up" isn't knowing the impact). It
will let you know the fine details that make a story. Injuring a
major character isn't a waste of time in a story neither
should be injuring your setting.
Think of it as building a
sand castle then dropping a rock on it. You just can't fake
realism like that. It takes effort, but then again, the
apocalypse isn't something you rush.
SUMMARY:
If you're going to write about the end of the world,
have a world to end. It's worth the extra effort.
A
Way with Worlds is hosted at:
The
complete works are archived at the Way With
Worlds archive.
A German translation is in the works at Christian
Spliess's 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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