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[MUSIC PLAYING]
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NARRATOR: You've
already stepped away
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from our world a little bit, so
don't be hesitant about really
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striding away.
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Get into world building
and have fun with it.
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Go forth and create
something new.
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If you're writing science
fiction and fantasy,
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world building is
kind of essential.
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It's one of the pieces
that make science fiction
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and fantasy different
from other genre fiction.
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So it's-- in a lot of cases,
you're going to be writing
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things that are set on Earth,
which we call the first world,
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but sometimes you're going to
be writing things at one removed
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from Earth, i.e.
secondary world material.
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And you want your
world to feel real.
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You want it to feel lived in.
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And then if it does
feel real and lived in,
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then people are going to
be able to pay attention
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to characters and plot, which
hopefully is what you really
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want them to pay attention
to, and the world will sort of
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fade into the background.
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[MUSIC PLAYING]
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If you're building
a new world, you
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are able to sort of go into
topics and materials that
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can be a little
uncomfortable for readers
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to engage with when they're
set in the real world.
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We have personal
feelings attached
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to all of the
politics of our world,
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and politics is anything
having to do with people.
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So even if you don't
think that you're
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talking about the
politics, if you've
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got a story that
has people in it,
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you are talking about politics.
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So if you're trying to
tell a story about just
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an ordinary kid going
to school every day,
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you're going to evoke emotions
attached to that because people
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who have gone to school
are going to remember
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their own school incidents.
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They're going to remember what
it was like to walk to school.
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They're going to have flashbacks
of the time they got beat up
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by some bully on
the way to school.
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If you're writing a story
set in the real world,
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you may want to use those
brush strokes of emotion
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and deliberately evoke something
that your audience is trying
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to kind of meet you halfway on.
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But if you're writing
something set in another world
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and you want people to
engage just with the ideas
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or just with the
characters in that setting,
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then you take them away from
the real world on purpose.
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You're doing that as
a means of detaching
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your reader from their
own personal experiences
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to some degree.
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Now, because you're telling
a story about people
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and because stories
about people always
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evoke some sort
of emotion, you're
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still going to get
a little bit of that
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in there, but not as much.
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And in a way, it's sort of
an imagination cleanser,
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and that way you can draw
people into ideas or allegories
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for the real world
that take them
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away from their own personal
experiences as much.
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[MUSIC PLAYING]
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You need to know all the
minutia, and as the artist,
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that means that you have to
understand the day to day.
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How does a person
get up every day?
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How do they put
their clothes on?
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How do they brush their teeth?
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How do they go to the bathroom?
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When I was researching
for "The Killing Moon,"
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which is actually set in an
ancient Egypt-like society,
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I had to research how
did ancient Egyptians go
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to the bathroom because I
needed to make sure that--
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I wasn't planning some
dramatic scene on the toilet.
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But I needed to be able to
say that this amount of time
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is what they're going
to have to allot to--
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if they've got to walk a long
way to get to an outhouse
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or something, then I needed to
kind of have that in my head.
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The world builder
is someone who's
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going to understand that
world as if they live in it.
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The reader doesn't have to
understand it on that level,
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but you need to understand
it enough to not
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kick the reader out.
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You don't think about
how, in your kind of day
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to day activities,
as a person who's
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just kind of going
through their typical day,
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they don't think about
the fact that they
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are exercising all kinds of
really complex world building
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details.
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Just the simple act of
commuting to work, for example.
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And this is a thing that
humans encounter all the time.
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People who come to New York
who've never been here suddenly
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have to factor in learning
the subway system.
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They may never have
done it before.
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But by the time that they've
been in New York for a while,
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they're naturals at it.
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They've got it.
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And that learning
process is just
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part of acclimating
to a new environment.
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It's the same
thing for a reader.
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When a reader is starting to
read a secondary world fantasy,
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they've got to ramp up.
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They've got to learn a
little bit about that world.
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And you try not to make the
learning curve too steep,
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but at the same time,
you want to put them
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through the same
process of acclimation
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to their new environment
that any human being does
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when they go into a new place
because that's how you learn.
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That's how you really kind
of become part of a space.
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And I was able to
do that explicitly
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in "The City We Became,"
where the viewpoint
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character of Manny is a guy
who's never been to New York
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before and so all of
this is new to him.
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You know, hailing
a cab, all of that.
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All of these little rituals
that we're so used to.
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But those rituals,
those processes,
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that infrastructure, that's
all part of the world
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that we live in.
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So when you're creating
a secondary world,
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it's got to be just as
plausible and just as lived in.
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[MUSIC PLAYING]
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When I first started learning
different methods of world
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building, what I was told
by many different people
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in the science fiction
field was that it should
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be sort of like an iceberg.
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90% of it is not visible.
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It's below the water.
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10% of it is all you kind
of really put into the work.
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The problem with that analogy
is, first and foremost, you
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may need more than 10%.
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Second, the work that you
put into the story that's
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not sort of immediately
visible is still
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helping to support
that other 10%.
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It's important.
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And suggesting
that it's something
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that you are going to
discard or is unseen
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implies that it's not important.
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It also implies that
it's sort of scary.
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I mean, you know,
icebergs sink ships,
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and it's usually the
part that you can't see.
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And so that that's
sort of an ominous way
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of framing world building
as far as I'm concerned.
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What I want people to do
is get into world building
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and have fun with it.
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Really kind of dig into those
little details and that minutia
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because that stuff is
what makes the 10% work.
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You can't have those
10% pieces visible
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if you haven't put
in a lot of effort
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to make the other 90%
kind of look just as good.
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There's an example in
"The Broken Earth" of--
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in the appendices of
"The Broken Earth,"
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there's a list of
all the seasons
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that I initially put together
and ultimately decided
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to publish.
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But, I mean, that's an
example of the kind of stuff
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that I'm putting together
in the background
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when I'm creating the story.
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And so I actually created a lot
more seasons that we don't see,
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and you guys are getting the
greatest hits of the worst
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seasons.
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So there's some-- in
my notes somewhere,
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there's probably another 20
seasons that I did not share.
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The old adage goes that if
you are over world building,
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if you are doing too much
of it, if you are drowning
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your readers in your
world, it is often
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because you as the
world builder have
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become too attached
to the amount of work
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that you put into this.
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The thinking is
that you're trying
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to inflict all of
that on your reader
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because you did so much work.
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You're proud of that work.
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It's nothing wrong
with it, but if you
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suffer for your art, that
doesn't mean your audience
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has to as well.
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[MUSIC PLAYING]
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The most common
mistakes that writers
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tend to make in world
building beyond the attempt
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to just rub the serial numbers
off of an existing culture
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because they're afraid
to create something new
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is to replicate the mistakes
that other creators have made,
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and that's something
that a lot of us
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tend to do because we are soaked
in a media environment that
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is rife with underrepresentation
of certain groups,
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or certain belief systems, or
certain perspectives on life.
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And so we constantly
see repetition
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of the same bigotries, the same
biases, the same assumptions,
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the same misconceptions of
how the world actually works.
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And it's important that a
writer do enough research,
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learn enough about the
world that they realize
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those are stereotypes
or cliches,
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and that they're just
regurgitating them
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so that they're able
to at least recognize
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when they're doing it.
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You don't have to
know every people.
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You don't have to know how
the entire world functions.
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It is impossible, in some
cases, if you didn't grow up
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with a particular background,
for you to understand
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another group of people.
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But you can at least recognize
when you're getting them wrong
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or recognize when you're
possibly just replicating
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an existing cliche and
go research that and try
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and make sure that it's
actually a true thing,
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or if it's not a
true thing, depict
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what actually is a true thing.
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But that's when you take
a culture that exists,
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you decide that
you want to create
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a society that looks
like ancient China,
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so you pick an era of China.
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You write your
characters as aliens,
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but they're dressed in
clothes from that era.
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They speak to each other as
if they're from that era.
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They have a societal structure
that resembles that era,
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but they're all bug eyed
aliens from the planet Flox
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or whatever.
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And that's lazy.
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It's also treating real people
like props and a real culture
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like a prop.
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And if that's your
goal, if that's
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what you want to do, if
you're trying to critique
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that culture, ideally if
you're from that culture
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and can critique it,
then sure, OK, go ahead.
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But there's no reason to kind
of go with an existing society,
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especially if you're talking
about a world that isn't Earth,
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or a world where things have
happened that don't happen
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on our world, like
magic exists, or there's
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unusual high levels
of seismology,
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or something like that.
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You've already stepped away
from our world a little bit,
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so don't be hesitant about
really liked striding away.
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Don't make that a little
baby step and then freak out,
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and back up, and then
retreat to the familiar world
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that you know.
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Go ahead if you're
going to do it.
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Go forth and create
something new.
18330
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