Contents

World First Writing

Introduction

Some may call it worldbuilding disease, but fleshing out your world before you ever start on your writing project may be a very helpful tool for building stories with greater internal consistency and a more natural feeling plot progression.

This isn't to say that you cannot achieve that by other means. Tens of thousands of books out there would easily prove me wrong if I were to assert that. However, for some, using this strategy may yield better results, despite what others may assure.

Finally, before I get into this properly, I want to clarify that I'm not claiming to have come up with any of this. There are plenty of people who build stories in this way, at least to some degree. There are even some monumental examples which will be discussed later.

What is "World First"?

Many of you will have likely intuited from the introduction what I mean by “World First”. However, I would like to expound on the concept in greater detail, as well as give an explanation for those who haven't put it together yet.

World First is an approach to writing where you use a story to explore an already developed world, rather than contructing a world around a plot. A lot of writing advice out there suggests that you should only worldbuild as much as is necessary to serve the narrative. However, if every facet of the world simply exists to prop up the plot points in your story, not only can the world feel rather narrow, but it can also result in a world in which anything that isn't a direct focus of the plot becomes flimsy at best, and one dimensional at worst.

Before I continue on, and discuss some of the benefits of this aproach, I do first want to acknowlege that everything I am about to talk about it certainly achievable without this approach, however it is my belief that the World First approach makes these things much easier to achieve as the World First approach makes it less of a consious chore to pay attention to them.

When writing a story in world with already defined rules, norms and cultures, the roadblocks that a protagonist might face will be much more likely to feel natural and expected, rather than artifical or arbitrary. If your development of the plot is isolated from or precedes the world it is set within, it can be very easy to fall into the trap of making a decision that serves the plot perfectly, but fails to pass the verisimilitude test.

Note: Verisimilitude
Verisimilitude essentially refers to the appearence of something as being true or real. In fiction, it is generally used to refer to that appearence of truth or realism within the context of the world being discussed. It's basically another way of discussing internal consistency.

In many cases, that verisimilitude test comes down to the issue of internal consistenty, and sometimes the thing that might serve the plot best, in theory, is inconsistent with how the world has been established thus far. This is mitigated, however, when at all points throughout the story, you are referencing back to the same, established, pre-defined details to make decisions on how to progress the plot. That may make it seem as though the world must be fully set in stone before you begin writing the actual story, and it may feel contradictory for me to say that it's not, but nothing is stopping you from going back and making changes. At all times things may be subject to change, but things shouldn't be changing all the time. Having a strong foundation doesn't prevent you from making alterations, should they become necessary, but it does remove the need to make such alterations quite as often.

Another facet of internal consistency that really benefits from this approach, is repeated factual assertions about the world. Instead of hoping that going north for a bit, then east, then south-west then east again makes sense with the last time you describe how to get to city A from city B when you're now travelling from city C. If you are referencing the same map every time, that's no longer a worry. Instead of estimating how powerful an army is each time you encounter it, if you've already established its size, where its forts are and what units it employs, then you'll already know that there's a fort three towns over filled with swordsmen and wizards.

A defined world can additionally serve as inspiration for the story. Once you have a world built, it's not too hard to look at it and ask, “What kinds of problems might people face in this world?” Or, “How would the people of the world try to fix this issue?” These kinds of questions can lead to very interesting stories that take full advantage of the world they take place in. And because you formed them out of the setting, rather than the setting being formed around whatever best suited the plot, there is less of a likelihood that the plot will feel forced, as it naturally fits within the setting.

Developing your plot out of a well-rounded setting also makes it much easier to have more well-rounded characters, especially antagonists. This is because rather than being an antagonist first, then having a backstory built for them, separate from that of the protagonist, they are simply a resident of the same world which your protagonists are from. This allows them to have more understandable motives and goals. Maybe they are fed up with the inequality in the world and seek to solve it via radical means. Maybe they see the political power structures fracturing, and see it as their opportunity to seize control. Or maybe they were seduced by the ancient dark gods who have slumbered for eons. And the protagonist could be fueled by the exact same issues of the world, but chooses to take a more noble approach. All that starts, however, with knowing that there is drastic inequality, that the politics of the kindom are in turmoil or that those ancient slumbering gods are even there in the first place.

The “World First” Approach Writ Large

As mentioned in the introduction, I am far from the first person to take this approach to their writing. However, trying to do some research, I wasn't able to find much talking about this approach. While I could spend hours writing about all of the different examples which I suspect of using this approach, the most notorious instance of this approach would be the works of J. R. R. Tolkien. Tolkien began building his unique mythology, including myths, poems, and especially languages beginning in 1914.

It wasn't until the 1930s that he began working on The Hobbit, which was originally a separate work that was later incorporated when he began working on The Lord of The Rings. He referred to this corpus of worldbuilding as the Legendarium. It began in 1914, and he continued to work on it up until his death in 1973.

While much of the Legendarium would posthumously be published by his son Christopher Tolkien as a summary in The Silmarillion and more fully in The History of Middle-earth, the content of the Legendarium was originally intended as a work unto itself, which simply happened to serve as a basis for some of the most iconic High Fantasy works in history.

My Experience With “World First”

Just about all the writing projects I have worked on have utilized the “World First” philosophy. At present, I have three currently active projects, which have all used it to varying degrees.

The Many Worlds Project

This project is the epitome of “World First”. Its very purpose is to develop a series of unique worlds which can be a home for stories of all different sorts. As of right now, I have three distinct worlds within the project. The world of Kamirell includes over 50 nations across its five continents. There are already complex economic and military relationships forming between the different nations. The second world, Haleon, has a rich, developed history, which informs the modern circumstances. The third, and newest, world, Kaldrei, is steeped in magic and meddling from the gods.

Out of all this has come multiple ideas for stories already. Whether it be a quirk of the guild system in one nation leading to the opportunity to follow a seafarer as he transports discovered artifacts from expeditions to the Explorer's Guild in Palidae through hostile waters, or the journey of a young prodigy leaving their home for the first time in the hopes of studying at the great universities of Eldracor.

One of these story ideas has already developed into a novella, recently published on Campfire Explore. Trials of Amberfell follows a set of youths as they face a series of trials in Amberfell, a once mighty empire long since reduced to a middling kingdom. This story was only able to grow and be shaped in the way that it was because of the foundations which were already present in the worldbuilding. Without spoiling too much, the inspiration for this tory came out of the history of Amberfell, in particular the specific nature of its fall from grace. However, some of the secrets of that once grand empire live on, fueling the narrative of the novella.

Spoilers territory ahead. If you want to avoid them, skip down to the section on finding inspiration. The part of the empire's history that leads to this story was its incredibly troves of knowledge stored in libraries all over the world. When the empire fell, the keepers of these libraries hid their contents, keeping it safe for centuries. The questions I asked which lead to this stories were: “How were these troves kept safe over the years?” and “how could new members be recruited to such a secret cause?” These two questions lead to the Trials. Everyone in the kingdom knew they happened, but nobody was every super clear on what exactly they were for. (if you want to know more than that, you're just gonna have to read it here)

Finding Inspiration for My Worlds

While the “World First” approach can definitely have its benefits, that doesn't mean that your world can't take inspiration from something else. For example, you may have an inkling for a story idea. This approach doesn't say that you trash that idea because it didn't come out of an existing world. Instead, you can look at the elements of the idea and use those to build out the world. Or, alternatively, maybe you just have a really cool character in mind. You can ask yourself what kind of world might produce that character and use that as your starting point.

In both of those scenarios, the final product that comes back out of the world you construct will probably look quite different that whatever story or character you originally used to inspire the world. But I think that's a good thing, because the result will be a story that may be even better than the one you started with. Or it may have helped to avoid the endless rewrites you would have otherwise run into due to inconsistencies down the line.

My two other main projects which I discuss below both started out in this manner. In fact, they both started from the same concept of a character, which I realized in two very different manners. This character is one that is ancient and skilled beyond any other. In both cases, the plots for these projects didn't end up solely centering around this character, but in both cases it affected the world in a dramatic fashion, which in turn fed back into the story.

The Legion of The Immortal Soldier

This project is much more singular in nature than the much larger project I will discuss shortly, however its simpler nature makes it much easier to discuss exactly how the worldbuilding has effected it. In this world, largely similar to our own, we find this character has an entire order which has risen up around them to form what are essentially a magic police force, known as The Legion of The Immortal Soldier, ensuring both everybody's safety, as well as prosecuting crimes which the non-magical world doesn't even know are happening.

Then, within that world, I found a particular set of characters that I believed might live there, and wondered to myself about what kind of trouble they might be able to get themselves into. This resulted in one of the main characters, Marissa, getting attacked by something inhuman, resulting in an interaction with The Legion. That then sets her down a path of wonder, discovery and terrifying threats. Finally, leading her into further interactions with The Legion, less savoury folks, and a regular at the diner she works at who knows more about this world that he initially lets on.

Without having developed some of the world's history, Marissa's attack could have had an infinite number of outcomes. Many of them likely would have made great stories, but knowing how the world worked, I immediately knew what would happen next, the intervention from The Legion. Every step of writing this novel has been a back and forth Q&A with myself about what seemed like it would be the most realistic thing to happen next, given the context of the world.

The New Dawn Franchise

In the previous project, I created a world with something special about it, and I used that to centre the story around. In this project, however, I use that initial inspiration character to fundamentally alter the world altogether. While still urban fantasy, meaning that the world is largely based on our own, this project has a much longer and richer history informing the stories set within it.

In particular, I started with a pretty trope-y character. You may recognize them. They're that old sage up on the mountain, that gives the main cast exactly the lesson, item or power they need to solve the problem. (although they don't always know it right away) They're the super skilled warrior who comes into town every once in a while to help out. They're the politician who they made friends with three seasons ago who bails them out when they get into trouble. And they're the old mage who basically just solves all their problems, but only once… for some reason.

What I wanted to know was what a world with this kind of character would really look like. It always felt like if they had just stuck around more often, they could basically just solve every problem the main characters came across with a wave of their hand. This is especially true of series, television shows or any longer form content, really. “Why don't they just call Godrik The Great again?” The answer is usually pretty hand-wavy. Something about “They've retreated from humanity because they saw what horror it was capable of, and this one time was just an exception.” or “They can't ask too much of them, otherwise they'll get annoyed and not want to help at all.” However, with the number of world-ending events characters in many stories seem to get involved with, annoying someone doesn't really feel like a good enough excuse.

My solution was, instead of giving them a reason why they will not or cannot help that is kind of one note, to come up with more people that needed their help. It's a lot more satisfying to know that the reason they cannot come and help kill this great monster, as bad as it may be, is because they're off helping someone else slay an even greater monster. Or saving some hero from imprisonment. Or they could be stopping a much smaller problem, before it becomes one too big for anyone to handle.

You may have just noticed that what began as a way to explain how a world like this might function, has just lead the way for a ton of awesome story possibilities. If this guy has to almost always be off helping people, well then I've gotta figure out who those people are, and what it is that they need help with. Every one of those people is an opportunity for a new story to be told.

Now, there are a whole lot more downstream effects of this character existing in the world, however I probably shouldn't just throw down 100k words of worldbuilding in this article, so I'll stop there.

On Worldbuilding Disease

Many people would critique this approach by calling it worldbuilding disease. And it definitely can be. However, I would oppose this by saying that it would only be a disease if it is negatively impacting your process. As such, if you're using additional worldbuilding as an excuse to not write your actual story, then that's worldbuilding disease. If you are obsessing over the details of an irrelevant little hamlet with zero impact on the greater world, that's worldbuilding disease.

A tool I would recommend to determine whether or not you are using this approach, or simply succumbing to worldbuilding disease is to ask yourself whether or not you have goals that you're working towards where reaching them you would consider the world to be complete enough to get started looking for a story. If not, then maybe consider developing some goals.

Some examples might be: “I want to define the political and economic relations of all the countries on this continent, then develop 2-3 cultural points of interest that result from those relations”, “I want a strong magic system, with all the personal relationships, resentments and gossip of the small town I want to work within defined” or, more grand, “I want to develop a mythology surrounding the history and origin of this world, which can then be used to divide the world into its respective nations, informing the politics, economics and cultures of these nations.”

These goals can be more or less specific depending on your particular situation. Personally, I don't have specific goals for any of my worlds to be considered complete. This is because I intend to have multiple stories take place in most of my worlds, meaning that starting on one story doesn't mean that I am going to be slowing down with the worldbuilding, however depending on your use-case, setting concrete goals like those above will likely be a good tool that you can use to keep yourself from going too far with it. This is especially true if you aren't used to working this way, or you simply know you're the kind of person who can get carried away.

Where To Start

After all of that, you may be wondering where to get started with it all. Well, as unhelpful as it may sound, you can really start anywhere. Some people may prefer to define all the different cultures they want to work with, then figure out where they go later. Others may prefer to start with the mythological origin of the world, defining the gods and the magic. Yet other may wish to start in detail in on particular location, then keep expanding outward until they've covered the whole world.

Personally, I like to begin with a few key elements. First, I want to know what kind of setting this is. You can think of it like a genre. Is it more high fantasy, with overt magic, maybe a less technologically advanced populous and grand adventures taking place all over. Or maybe its a very down-to-earth setting in a small fictional town in rural Pennsylvania. (another note here, is that your world doesn't always have to be an entire world, sometimes it's just a small town, or maybe even less than that; discussed further below) Then I like to go straight for the map. For me, the map give all of the context for how different groups of people might interact. Two kingdoms on opposite sides of the world probably aren't gonna wind up hating each other because they never interact. If you come up with all the relationships between nations first, you could wind up struggling to justify them.

Once I have a map and a theme, I draw up borders. Depending on that theme, I may want to have a few large kingdoms, big empires surrounded by many smaller states or maybe the setting is a bit more modern, and there are some interesting borders which have resulted from diplomatic negotiations and diverges from following natural dividing lines like bodies of water or canyons. You can also try leaving some parts of the world unclaimed and seeing what kinds of events that could result in. Once I have the nations, that's when the real work starts. I go one by one and try to give each nation something to set it apart, maybe a little bit of history, a resource it produces or a significant aspect of its culture.

Usually by the time I've gotten here, larger patterns start to emerge and the world itself starts to lead me in one direct or another, as to what needs to be filled in more or expanded upon.

However, while this is the series of tasks that I find most helpful, I do strongly encourage you to try out a few different approaches, as even I don't always stick to it. If you've got an idea now, follow it. Don't put off the part you want to work on because, “I'm not supposed to do it that way,” or, "that part's supposed to come later." That's a surefire way to lose interest in a project.

A Discussion of Scale

While much of this article has discussed worldbuilding in terms of an epic world or a drastic alteration of our own, not every story needs such a grand setting. Worldbuilding can also be developing the summer camp and all it's staff for a children's novel, or building out some companies for a corporate espionage narrative.

It is important to keep in mind, while doing your worldbuilding, what kind of story you want this world to produce. The worldbuilding can do a lot to effect the tone and atmosphere of the final product. This leads as well into keeping in mind whether your are building for a single story or series, or if you want something that can host a whole collection of stories either loosely or even unrelated entirely. These all inform the scale at which you may want to worldbuild.

Conclusion

While it is definitely not the right approach for everyone, taking this alternative approach when working on your writing may just take your writing in a new direction.

Always remember to work however works best for you. If your inspiration always comes in the form of a story idea, then don't force yourself to worldbuild first and let the background setting follow the story. However, if you shy away from doing a lot of worldbuilding up front because you are afraid you will succumb to worldbuilding disease, then maybe face your fears and give it a shot, it may work better for you than you realize.

Have you ever written a story like this? Were you too afraid to give it a try because of everyone talking about worldbuilding disease? Has this article inspired you to give it a go? Let me know in the comments below.