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Welcome to the fifth lecture of my BYU 2020 creative writing class focused on writing science fiction and fantasy.

Today’s class is the first part of my series on worldbuilding.

39 odpowiedzi

  1. The fact that Brandon calls the Naming magic in The Name of the Wind "Poetry" and describes Kvothe as wanting to go to "poetry class" is really funny when you think about Kvothe's professed attitude toward poetry as an art form

  2. Damn. Been reading this guy as an aspiring fantasy author myself, he was already the dream, but I had no idea the extent of the logic and thought that goes into his process 😮

  3. You have no idea how much this helped. For the past year I´ve had a small circle of friends reading my drafts, and I was getting quite depressed that they weren´t giving me any useful or new feedback. All they had to say. Is like X but without the annoying Y. And maybe you do know how much that hurt. But now I know, I´m not boring or an uninspired hack, I just have a particularly unique perspective hehehehe

  4. Brandon Sanderson: "flaws and limitations are more important than powers"
    So, in other words…
    WITH GREAT POWER, THERE MUST ALSO COME GREAT RESPONSIBILITY

  5. LOVE these lectures so much! A million thanks for sharing them for free. There is so much great information in here, but just as much I deeply appreciate Sanderson making clear that these are tools people can use or not use if they don’t work for the individual story one wishes to tell. This in itself shows such understanding of storytelling imo and so much grace. Thank so much! Will for sure be watching all of these multiple times.

  6. Just because any author CAN make up whatever they want for any genre doesn’t make criticism in the context of sci-fi invalid. Sci-fi does this more frequently than other genres because it is easier to create a technological solution if your story is based on tech you (as the reader) have never heard of. It’s pretty lame to be dismissive of such legitimate criticism.

  7. Anyone else here who thinks about gear 5 in one piece? Spoiler: The main protagonist (Luffy) overcomes the villain in the end because it is revealed that the Luffy's super power which has previously been established to be of the "paramecia type" (meaning a random super power in this case being made of rubber) has apparently been a "mythical zoan" the entire time (meaning a power that allowes you to turn in to a mythical creature in this case a god with the ability to stretch like rubber but also bend reality in ways only limited to the users imagination).

    We do as readers understand the use of devil fruits from which these powers stem from, but it's till not satisfactort in my opinion to suddenly reveal that a chacter solves a problem because the power they use has secretly been a completely different power all along unbeknownst to most of the characters and the all of the readers.

  8. 1:04:00 I am always afraid that Tolkien, Herbert, Asimov, Sagan had 10 PHDs in their head but not on a document 😉 I do not know if in those days combinatorial imagination is sufficient in a profound sense. It always looks like everything was already been done and then I take another book and nope, there are still ways to tell a story. If it sells and you will be able to pay rent story is a problem here though 😉

    While I am getting older I get deeper and deeper appreciation of the Patrick Rothfuss imagination. It is bleeding out of him it seems. It is a weird situation with him, all my friends and most of yt say that book is beautiful but "boring", but on the web there is Dark Souls level of a cult around it. Ephemeral writing that is like water vapour, hard to contain by visceral action but gets everywhere on your mind. Less Drizzt kinetic and more Joyce poetic :)I aspire to that level , I am writing my story having NotW in back of my mind but I am getting mixed messages. NotW sold min of 10 milion books and everyone I know do not like it… I am so ready for the next iteration of that kind of talent when we will get Pats poetic and Salvatore action in one 🙂 Just my few thoughts.

  9. That bit at the end 1:12:00. This is pretty much how the the game Horizon Zero Dawn worked. The game obviously started with "stone age people hunt giant robot monsters with bows and arrows" and had everything else in the game, from the lore to the story, developed from there.

  10. I love that he talks about his own mistakes when writing his books. And that things are fixed AT THE END OF THE PROCESS… like I feel bad when I have to rewrite parts of a book I haven’t even finished. God bless this man for his honesty

  11. I want to say, I just finished reading Mistborn and I didn't take the ending new power as a cheap way to end the story… In fact, it felt intentional like "This book may have ended, but all along, there's something deeper at play here that is the REAL story."

  12. The idea of making a story with a deep lore in vision only actually is even more interesting for each reader. The abstraction allows for the viewer to imagine that their version of the story's world is REAL. The idea that『THE ICEBERG』exists in the minds of the reader makes the story intimate to them. That's why Star Wars was so successful.

  13. Hi all, these are my notes on world building based on the video, hope they help: 

    -Sanderson’s First Law (the law of foreshadowing)
    >Your ability to solve problems with magic in a satisfying way is directly proportional to how well the reader understands said magic
    >If you give your characters tools and get to watch them using them to solve problems and escape situations, the reader will feel really satisfied about that
    >Soft Magic: The reader doesn’t know the consequence or even really the cost of using the magic & you are not certain you can predict its ramifications or effects
    >Horror is twisting a positive motion into a negative emotion a lot of the times
    >Hard Magic: Consequences that are anticipatable & repeatable
    >To have a dramatic introduction to a character: Have them save the other characters & show off their cool abilities in Act 1 when the characters couldn’t possibly have survived on their own (can also be in act 3)
    >All the tips above are tools that have no wrong ways to go about
    >A story that ends with the characters solving the problem using the promise at the start of the story tends to be more satisfying than a story that ends with the characters solving the problem in a way different from the promise at the start of the story; latter method can be pulled off but it is harder than the former

    -3 Methods to convey information
    >1) Include an encyclopaedia entry on the magic you’re doing
    >2) Have the characters sit down & talk about the magic & get it explained (dialogue)
    >3) Let’s go out to experiment & have problems making it work, with the teacher instructing the characters (best method)

    -For fantasy sci-fi, you need to deliberately construct the scenes in a sway that gives you the chance to show not just the magic working, but also the character & setting details while you are explaining the magic

    -The point of the scene is to explain the magic, but your emphasis in the scene should also be making sure the character is interesting & that you’re showing as much or more about the character as you are about the magic/ you are providing excitement equivalent to that; try to do multiple things at once but make sure you are keeping your focus on the character

    -Sanderson’s Second Law
    >Flaws (the character trying to fix it)/limitations (the character trying to work with it) /costs are most interesting than powers (either in character or magic system)
    >The most original thing you can add to a story is your perspective
    >”How can I use this tool in a way that the reader’s not expecting but they could have anticipated?”
    >Interesting to place a character that is already suffering the negative consequences of getting the holy grail at the beginning of the story
    >You can set up that if a character makes a particular decision it’s going to be very difficult for them & will cost them something (that’s really good tension)
    >*If you want to tell a story where because the magic is a finite source, where the character doesn’t have their powers in the second book, you don’t have to invent a reason why don’t have their powers; getting the resource can become part of Book 2’s narrative where you can set it up as “If we can get this stuff, then I can solve the problem.” (narrative tension)
    >*A character arc doesn’t have to be about overcoming a flaw; it can also be about working with a limitation
    >*Don’t unknowingly make the quirky power of a character that was originally just there for fun become tied to the main plot (readers will question why this character is not sought after when that particular problem arises)

    -Sanderson’s Third Law
    >Before adding something new to your magic (your setting in general), see if you can instead expand what you have
    >Bigger is not always better; good for improving a storyline by having a large arc but for world building it is usually worse
    >Most readers will latch onto one idea done very well better than they will latch onto 100 ideas just barely touched on
    >*Focusing on three forms of religions that branched off from the same core theology but have different perspectives to them is better than a book with 50 different religions that are so ‘diverse & interesting’; develop a few systems rather than barely touching on too many (learning to dig deeper into a concept & explore the different ramifications of it instead of throwing everything you can think of into a book)
    >That interesting problem or hook related to world building is way more vital than just stuffing your story with numerous world building elements
    >Do only what is absolutely needed for your story for world building & just hint the rest; oftentimes this can be done by mentioning that there is this other thing that some people know about that the main characters don’t / it’s done, we’ll talk when we talk about the prose; get small details right so that the reader is allowed to just assume that you got everything else right / you do one thing really that the reader knows you’ve done well so that they can just blindly trust you that everything else in the world building is in place (“we have 10,000 years of history built for this, but you don’t need to learn it because it would bore you right now”)

    -Sanderson’s Zero Law (where the stories begin)
    >Always err on the side of what is awesome; start with the cool idea & then you work backwards

    -Remember that making a great story is the goal & if the 4 rules help you do that then great but if they don’t, throw them away

  14. If I would have had the pleasure of a teacher like him. I probably would have gave a shit about school! Love you Brandon! You have got to be one of the coolest people ever! (Platonic mind you, wierdo's)

  15. lol Bethesda shoulda seen this before releasing starfield, but probs too late in production but the procedural compared to hand made statement…

  16. I had to stop watching these lectures until I read at least the first Mistborn. Now I'm back and ready to learn! (And obviously, Mistborn: the Final Empire was so good.)