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[MUSIC PLAYING]
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N. K. JEMISIN: As you're
creating this world
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that your readers
understand, then you're
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able to create a world
that feels more plausible.
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[MUSIC PLAYING]
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I break worldbuilding down
into macro worldbuilding
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and micro worldbuilding.
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Macro worldbuilding
is the creation
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of the physical
environment in which this--
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this culture developed,
these characters
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emerged from this
story takes place.
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So that can be
everything from the--
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the creation of the
universe on down,
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the laws of physics
on down, because we're
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dealing with fantasy and
science fiction here.
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Or it can-- you
know, even people
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who are writing stories
set in the real world
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do a little bit of
macro worldbuilding.
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Even if a story is
set in New York,
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you need to decide which
piece of New York, which
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block of New York, which
neighborhood of New York,
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and so forth.
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So with macro
worldbuilding, I normally
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will start with the
creation of the planet
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and then work down from there.
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We go to continents.
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We go to environments,
and then we
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start to create people who
fit into these environments.
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[MUSIC PLAYING]
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Now, we're gonna actually
start going through an exercise
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where we build a world.
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So if you've got sheets
of blank paper handy,
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if you want to open a
draw file on your laptop,
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somehow create a
space where you can
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do some drawing and note taking
for the next few minutes.
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Then I want you to start
by drawing two circles.
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These are the two
hemispheres of a planet.
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Now, like I said,
with worldbuilding,
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we aren't always
stuck with planets.
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We can start at the
level of the universe.
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If you want to write a
story about space wandering
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clouds of people that don't have
a planet, go for what you know.
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But you're going to
have to research that.
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But in general,
because your audience
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is familiar with
life on a planet,
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and you want to try
and probably sell them
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on life on a
different planet, it's
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best if you start with something
that's relatively familiar,
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like a terrestrial
earth-like world.
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And for the sake of our
exercise today, we're
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going to stick with the
terrestrial earth-like world.
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Once you've drawn your two
hemispheres of the planet,
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then the next step is to draw
continents onto this planet.
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Keep in mind that
on our own world,
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continents are sort of
like jigsaw puzzle pieces.
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They fit together.
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And because of plate tectonics,
over time, our continents
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pull together and draw
apart and so forth.
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And if you ever looked
at our continents
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and sort of imagined the ways
that they could fit together,
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that's realistically
how they used to.
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And how they might again at
some point in the future.
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So for the sake of this exercise
though, draw as many continents
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or as few continents
as you want.
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If you want to create a water
world here, you can do that.
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If you want to create a world
with just one giant landmass
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and like a small lake in
the middle, you can do that.
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Draw as many continents or
as few continents as you
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want right now.
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Once you've done
that, the next step
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is to make this world adhere to
the rules of how planets work.
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Now, the truth is that
most planets actually all
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work wildly differently
from each other,
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because they're composed
of different substances,
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they are different
kinds of planets.
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You've got gas planets.
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You've got terrestrial planets.
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But the planet that your
readers are most familiar with
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is Earth.
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So you want your readers
to not immediately
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be pulled out of the story by
the ways in which this planet
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does not adhere to what they
think a planet should be.
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So first, you want to draw
an equator on this planet.
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Once you've drawn your equator
across each of the hemispheres,
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then you need to consider the
ways in which prevailing air
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and wind currents
typically work.
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Most planets that
we know of rotate--
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rotate on an axis.
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You want to draw air
and water currents that
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are being sort of effectively
pulled by the equator.
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As the equator is going around,
the air and water currents
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are going to be slanting in
the direction of that pull.
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However, if you draw a continent
in the way of these air
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and water currents,
then you have
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to remember that let's say
that this is a continent,
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and this is water
currents on the planet.
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They're going to hit
this continent then
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have to go around it.
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So somewhere at the point
where these air currents
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or these water currents
are hitting this continent,
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touching the edge of
it, moving around it,
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if there are multiple
continents flowing between them,
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you're going to have
areas of agitated weather.
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You're going to have storms.
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You're going to have floods,
tsunami, in some cases,
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if there are
underground earthquakes.
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And so based on how you've
drawn your air and water
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currents and your
continents, you
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know where the areas
of strife or difficulty
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or where it's going to be
harder for people to live,
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or where the environment
is going to be unusual.
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You can tell sort of
generally where those
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are going to happen.
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You can also add mountains
to your continent in chains.
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Mountains don't just
randomly appear.
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They usually tend to be part
of a chain of mountains.
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They're often indicative
of continental breaks.
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They are also where the
weather is going to change.
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On one side of the
mountain, the weather
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is going to be one thing.
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On the other side
of the mountain,
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the weather is going
to be something else.
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All of these things
are what your reader
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expects of a planet, because
that's the planet they live on.
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You're going to have some
readers who live on mountains.
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And they understand
innately that you're
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going to have to different
kinds of weather on either side.
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You're going to have some
people who are from deserts.
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And they understand
how deserts are formed.
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As you're creating this world
that your readers understand,
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then you're able to
create a world that
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feels more plausible.
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So now that you've
created your planet
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and your-- your basic
zones of you know,
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kind of what this
planet looks like,
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where its storm locations are,
where its ecologies are going
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to generally develop,
then you want to pick an X
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and put an X somewhere
on this planet.
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Do that right now.
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Doesn't matter where.
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It can be in the middle of
the water, can be at the pole,
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can be at the equator,
wherever you feel comfortable.
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Once you've drawn
that X, we're going
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to treat this X as the
location of the culture
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that we're going to
spin this story into.
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And so where that culture
lives and develops is--
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is going to dictate how,
as a culture they develop.
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So let's say that you've put
your X in a place where there's
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a lot of storms happening
at any given time.
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People of this culture
are going to find a way
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to incorporate storms and
surviving storms into their day
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to day.
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It may become a part
of their religion.
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It may become a part of
how they do their building
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and how they do
their architecture.
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On our own world, we
found that cultures
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that existed in very
tectonically active,
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seismically active places.
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Those cultures developed ways
of building earthquake-proof
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buildings long before
we had building
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techniques and composite
materials and things like that.
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They were able to do it with a
hanging frame and a wooden pole
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in the middle of
the building that
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allows the building
to kind of float
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and move with the tectonics.
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So if you're trying to
understand what your culture is
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going to be like based
on the environment
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that it's developing in,
go and research cultures
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that have developed in that
environment in our own world.
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And you can learn some details
there that may be useful.
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But once again, you don't
want to rub the serial numbers
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off an existing culture.
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You also have to keep in mind
that similar environments
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in our world develop
wildly different cultures.
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If you've got a desert culture
in the Australian Outback,
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and a desert culture
in the Sahara,
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those are two completely
different cultures,
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so wildly different that
it doesn't make sense
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to compare them.
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But you can research both
and learn techniques,
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or learn details
from both that you
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can add into your-- your
created culture that you're
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about to come up with.
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We've created our planet.
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We've got our continents.
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We've got our prevailing weather
patterns and general ecology.
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But I want to pause
here and kind of
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point out that there's an
element of science fiction
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and fantasy that normally
gets put into the novel.
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It doesn't necessarily have
to be put in at this point.
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It can be put in at any point
in this creation process.
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But it's going to affect
everything thereafter.
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And I call it element X.
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So with element X, it
can be either a feature
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of the environment
that is unusual,
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that is drastically different
from our world, that may not
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be something possible
through the laws of physics
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as far as we know.
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Or it could be something
as simple as just you know,
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magic exists.
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That can be an element X.
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Or it can be just the
story is set in the future.
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That can be an element
X. You've just created
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a world that isn't earth.
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That in itself is an element X.
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With the "Broken Earth"
series, for example,
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the main element X that
affected everything thereafter
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was the fact that this
is a highly seismically
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active world, a world that's
so seismically active that it
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encounters-- or
that it experiences
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seismic winters
on a regular basis
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and sort of general natural
disasters on a much more
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frequent basis
than on our world.
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And that affected the ecology.
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That affects the
biology of the animals.
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00:11:01,341 --> 00:11:04,581
That affects the physiology of
the human beings on that planet
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and everything from there on.
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00:11:06,541 --> 00:11:09,801
So you need to decide what
your element X is going to be.
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And the sky's the limit.
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It's whatever you
want to imagine.
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But it ideally is just one
thing, one small seemingly
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insignificant thing as far as
these people are concerned.
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So some examples of element
X that I've encountered,
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or that you've probably
encountered too
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are you know, visible in
most popular science fiction.
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So think of Frank
Herbert's "Dune."
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You've got a whole planet
that's nothing but desert.
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So that in and of
itself is an element X.
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But then on top of that,
he adds in the sand worms
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that produce a psychotropic
drugs from their worm poop.
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I think it was
from the worm poop.
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Anyway, so that's an
example of element X
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and the ways in
which element X can
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affect the ecology
of, in that case,
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the whole universe
or the whole galaxy.
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Another example
that I encountered
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in one of my previous
worldbuilding classes--
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00:12:08,061 --> 00:12:09,651
I was giving a
worldbuilding seminar
239
00:12:09,651 --> 00:12:13,881
to a group of 12
and 13-year-olds.
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00:12:13,881 --> 00:12:19,161
And for reasons, that seminar
had been set just before lunch.
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And all of the
students were hungry.
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So when I asked them
to create a world,
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00:12:26,811 --> 00:12:29,391
they drew a world
that looked like 12
244
00:12:29,391 --> 00:12:32,931
identical wedge-shaped
slices in a circle, i.e.
245
00:12:32,931 --> 00:12:35,661
pizza world, because they
were thinking about pizza.
246
00:12:35,661 --> 00:12:37,191
They were hungry.
247
00:12:37,191 --> 00:12:38,901
And we went with that.
248
00:12:38,901 --> 00:12:41,361
We mapped out what the
prevailing water and wind
249
00:12:41,361 --> 00:12:43,401
currents would be.
250
00:12:43,401 --> 00:12:48,231
We figured out that basically,
almost all of these continents
251
00:12:48,231 --> 00:12:50,041
would be completely
uninhabitable.
252
00:12:50,041 --> 00:12:51,531
And-- but this is
a culture, which
253
00:12:51,531 --> 00:12:55,821
as soon as it learns how to map
the world is going to realize
254
00:12:55,821 --> 00:13:01,101
there is some higher power,
or some more advanced power
255
00:13:01,101 --> 00:13:03,681
which is actually
designing their world.
256
00:13:03,681 --> 00:13:07,101
Because continents don't develop
in that completely unnatural
257
00:13:07,101 --> 00:13:08,341
shape.
258
00:13:08,341 --> 00:13:11,751
So these are people who
have evidence from the point
259
00:13:11,751 --> 00:13:15,531
that they begin to develop a
civilization that either God
260
00:13:15,531 --> 00:13:19,701
exists, or aliens that are
highly interested in pizza
261
00:13:19,701 --> 00:13:22,371
exist or something.
262
00:13:22,371 --> 00:13:23,661
So pause.
263
00:13:23,661 --> 00:13:26,211
And think about what your
element X is going to be.
264
00:13:26,211 --> 00:13:27,721
And if you want
to write it down,
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00:13:27,721 --> 00:13:30,161
go ahead and do that right now.
20817
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