May. 21st, 2011

Details

May. 21st, 2011 07:04 pm
xenith: (Default)
Thinking about worldbuilding and telling details. Thinking about something I read last month, from that point of view.

The central idea was that instead of being locked up, prisoners worked in the community mostly as private house servants or farm workers. No (physical) restraints. They had the run of the house, town, whatever. Some restrictions like they were supposed to get a pass to go to a different town, or weren't supposed to go into pubs, but of course they did and then the *hotel keeper* got into trouble. Drinking seems to have been the only pastime.

There were a few amusing situations. One where a servant and master had an argument, so the servant said "If you hit me, I'll go into town and report you." The master hits him. He asks for a pass to go into town to report him. The master belts him up. Or a maid who cut up her mistress's sheet for a chemise because she wanted one and didn't feel a need to ask permission. Or two servants who asked for a pass to go into town, were refused but went anyway. They got drunk and just after midnight were walking past a garden run by the state when they came across a couple of soldiers (also drunk) swiping apples so they joined in. Although the fun was brought to an end by a bunch of constables coming along and arresting them all (and beating up a soldier). There was a gaol, but it just seemed to have been used for short-term stuff. And prisoners could be constables too, or mail carriers (even though the mail was commonly used to send money and valuables), or gaol staff (one guy was involved in smuggling out clothes and bringing in food).

There were lots of interesting details, like a description of a hut built by a runaway or various clothes and food stuffs, but the motives of the players seemed a little stretched at times. The world portrayed felt a little odd though, inconsistent, with the consequences not very well thought out. Don't think it'd work very well as a fictional setting.
xenith: (Default)
Actually I wasn't thinking about worldbuilding, but real worlds and their details. When creating Fantasy/SF worlds, you have to make sure the world is consistent, logical etc. With the real world settings, this isn't necessary, because it already is consistent, logical etc

Of course it's not, because it doesn't have to be. It is because it is. It can also be more complicated.

While I was reading about worldbuilding (I'm feeling intimidated, so I was looking for reassurance about techniques and stuff), the general idea coming across was that a problem with created worlds was the desire to include everything known about the made-up universe into the novel which leads to pages of info-dumping. Which of course doesn't happen in real-world settings. (Hahaha.)

Back to the previous post, obviously the world I was talking about there did work (for certain value of work anyway) and makes sense in a bigger context, but at at the story scale, it's a bit inconsistent. (Not all that different to the novel setting I'm fussing over too. So it's not a bad example for me to use.)

So it's not worldbuilding, as such, and it's not about details. I'm sure there's a word for it, but I'm too tired to think about it.

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