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In which G. D. Falksen talks to us about Worldbuilding

August 5, 2010 by suzannelazear

Today we welcome Steampunk Icon G.D. Falksen.

Show, Don’t Tell; or, The Importance of Worldbuilding in Steampunk

As a writer known for my steampunk fiction, I’m often approached by people who are curious about how one “writes steampunk.” This is not an unusual question, and the process is much easier than it looks.  As with all genres, steampunk stories should have well-developed characters, an engaging and well-woven plot, both rich and efficient use of language, and a setting capable of containing all of these aspects.  However, because the steampunk genre is more a matter of setting and environment (as opposed to a specific set of plots or themes), the art of worldbuilding is perhaps the most important part of the process.  Worldbuilding is a major aspect of writing regardless, and it’s also a favorite passtime of mine.  To give examples of the process of steampunk worldbuilding, I will reference my two principle steampunk settings: first, the Cities of Ether, probably best known for the story The Strange Case of Mr. Salad Monday; and second, the Edwardian-era adventure world of An Unfortunate Engagement.

The first thing to consider when crafting a steampunk world is the question of whether it will be “the real world” (ie, the historical Victorian or Edwardian Era) that has developed into a science fiction version of itself, or whether the setting will be wholly fictional.  Of course, even an entirely made-up steampunk world will resemble the historical world in some degree in terms of fashion, technology and structure, just as high fantasy worlds resemble the Medieval or Early Modern Periods.  And conversely, a real-world steampunk setting may well deviate from the details of historical fact while remaining true to the major events, circumstances and technologies of the 19th and early 20th centuries.

To explain what I mean by a “fictional steampunk setting” allow me to outline the premise of the Cities of Ether for those of you who are not already familiar with it.  The Cities of Ether, which has been best described as an “Edwardian X-Files”, takes the basic principles of 20th century deep space science fiction and re-imagines them in a context that would have been understandable to a Victorian audience.  It accepts the premise of space as ether, creating an environment that has oxygen and atmosphere but no gravity.  As a result, civilization is based not on enclosed space stations but on open flying cities; travel occurs on flying ships that resemble turn of the century naval craft or aeroplanes; and the “planets” of the setting are continent-sized land masses called “Islands”, which float through the sky.  And while the setting is entirely fictional, its civilizations are closely based on historical examples.  The primary setting for the most familiar Cities of Ether stories is the dystopian city of Salmagundi, which is based on a mixture of Belle Époque Paris and Gilded Age New York.  Other major civilizations are inspired by a range of difference cultural concepts, including a financially cutthroat Victorian England and its industrially-advanced Meiji Japan ally; a dynamic military alliance centered on a democratic Germany; a multi-cultural confederation of cities inspired by India; an old and power-hungry aristocratic union containing the worst excesses of the Russian, Ottoman and Austro-Hungarian Empires; a Central Asian federation; and a nomadic Imperial China.  As you can see, the setting has an extremely large scope and includes a range of historically-inspired but entirely fictional concepts.

For an example of the historical setting, consider An Unfortunate Engagement.  This story is set very clearly in the early-mid Edwardian Era and its scope is specifically focused on England, France, Germany and Russia.  Aside from the events of the story, the background of the setting conforms to the historical reality.  But at the same time, the setting itself is larger than life.  It involves daring chases, gunfights, exploding airships and dastardly spies that clearly give it a fictional (indeed, often tongue-in-cheek) edge.  In fact, there is a distinct dualism between the adventure of the story and the otherwise historical context surrounding it, which adds to the fun.

One of the other key decisions to make when outlining a steampunk world is the role of sci-fi technology and the degree to which it exceeds historical fact.  Because steampunk is Victorian sci-fi, there is a whole range of technological options, reaching from very historically accurate “hard science” equipment to the much more over the top creations of various 19th century authors (indeed, many of the 19th century proto-steampunk authors spanned this range themselves, describing both very realistic inventions and far more outlandish ones).  Regardless of where on the factual-fictional spectrum your steampunk world rests, it’s important to remember that a steampunk setting, like any setting, should feel plausible and internally consistent.  One of the biggest risks a writer new to steampunk fiction faces is trying to overstate the point.  When you start trying to “prove” that the setting is steampunk, it inevitably feels forced and has the opposite effect.  As with anything in writing, the objective is to incorporate the various themes and icons of the subject into the setting so that they feel real, just like any other feature of the landscape.  In the case of steampunk, this means that the advanced technology should be emphasized only as much as it is unusual for the setting: if most of the setting conforms to a historical Victorian level of technology, the advanced science will probably stand out; if the entire setting enjoys advanced steampunk technology, it will seem as “ordinary” as a computer or electrical lighting would be in a modern story.

In the Cities of Ether, steampunk technology is everywhere, from steam-powered automobiles and aircraft, to mechanical computers, to complex communication networks based on telegraph lines and pneumatic tubes.  Steam even fills many of the roles of modern electricity, by powering household machines connected to the building’s heating pipes.  But because all of this technology is commonplace in the setting, to over-emphasize it would undermine the believability of the world.  Instead, the technology is described when there is a reason to describe it, such as when it is being used to set a scene (just as one would describe the presence of automobiles, the paintings on the walls of a room, or key pieces of furniture).

Contrast this to An Unfortunate Engagement, where the steampunk technology is the purview of a small number of mad scientists.  In this setting, even comparatively mundane steampunk technology (for example, a difference engine that can mimic the role of a modern computer) is not widely understood.  The key events of the story are kicked off by the theft of plans for constructing a rigid frame airship along the model of Zeppelins that will eventually be in use ten years later during the First World War.  Additional equipment includes vacuum bottles that can store steam in the manner of batteries, and time bombs of extreme complexity designed by a master clockmaker.  All of this technology stands out in contrast to the remainder of the world, which otherwise enjoys the normal science and machinery of the Edwardian Era.

When constructing a story world, it’s also very important to determine the cultural background of the people in the setting.  This is as important in steampunk as it is in any other setting, but in steampunk we have an added advantage.  Because steampunk is based on the 19th and early 20th centuries (a time period that saw the development of film and photography in addition to the growth of the modern newspaper industry), it is very easy to reference both the aesthetics and the philosophies of the age.  These form a solid background to any setting, and they can serve as a sort of shorthand to help you develop the culture of your world without having to construct it entirely from scratch.  When creating a steampunk world, it’s useful early on to determine which decade it is set in and which world cultures make an appearance.  Technology, ideas and fashion all developed dramatically over the course of the 19th century, and really each couple of decades can represent an entirely new steampunk setting.

To put this into examples, the Cities of Ether is based on a very wide range of cultures set around the turn of the 20th century (variously from about the 1870s through the 1910s).  This is an example of a very large and complex steampunk setting, which as an author I find very useful for variety but which can be daunting at times if one isn’t used to the scope of it.  An Unfortunate Engagement is much more contained, being set in a specific year and confining itself entirely to Europe.  Both of these are equally valid approaches to the scale of worldbuilding.  And as you may be aware, one topic that is near and dear to me is multi-cultural and non-European steampunk, which I’m very proud to have brought into the steampunk discourse several years ago.  I cannot emphasize enough that any culture that existed during the 19th or early 20th centuries is a viable option for a steampunk setting provided you can create an explanation for its possessing advanced industrial technology.  Europe and America are often easiest because historically they were on the cutting edge of industrial development, but they are not mandatory in steampunk by any stretch of the imagination.

Steampunk settings need the usual components as well: politics, social structure, economies, etc.  However, all of these can be approached in the same way you would approach them in any kind of setting.  So long as you have the contextual framework already set up, the rest of the worldbuilding process will flow comfortably into place.   While worldbuilding is most useful for authors, anyone interested in the creative process will find it helpful.  If you enjoy creating characters, knowing what sort of world they live in will help inform their ideas and habits.  Fashion and accessories will vary depending on the world they are made in, and designers, craftspeople and artists can create an entire mythos and a defining look for their work simply by having their personal “world” in mind when making their art.  Most people have a world of their own that they want to create, whether actively or not.

While I have used steampunk settings as examples, these guidelines actually apply to any setting or genre.  The place to start when building any kind of world is with the larger framework, and this is made significantly easier by following a comparable historical example.  For example, European fantasy settings are based on the Medieval and Early Modern Periods, and non-European ones are likewise based on the feudal or imperial models of other cultures, like the various Caliphates during the Golden Age of Islam.  Having a historical model to build from gives you a shorthand for the world.  In addition to providing inspiration, historical frameworks help make the setting ring true to the reader.  If the setting has a military equipped with bows, historical examples such as the English longbowmen can provide details as to how the weapons are used and what sort of tactics work effectively with them.  Historical references can be used to create realistic socio-economic structures, political ideologies, and technological developments.  And should you ever doubt that the utterly fantastic can still benefit from the careful application of reality, remember that the most believable dragons are based on various animal models ranging from serpents to lizards to cats.

 

G.D. Falksen is a history student and author of fiction whose work includes pieces from a wide range of genres, including steampunk, pulp adventure, historical fiction, horror, sci-fi and fantasy.

In addition to writing, G. D. Falksen is a student of history, covering a range of fields but focusing on the history of the 19th and 20th centuries. He is a noted figure in the steampunk subculture, and has given lectures on the subject at various conventions.

For more information please visit his website and facebook page.

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Posted in Authors, Books, Guest Thursday, Steampunk, Writing | Tagged G.D. Falksen, guest thursdays, steampunk books, world building, Writing | 6 Comments

6 Responses

  1. on August 5, 2010 at 5:05 am [links] Link salad has a devil set aside for you | jlake.com

    [...] The Importance of Worldbuilding in Steampunk — (Via jaborwhalky.) [...]


  2. on August 5, 2010 at 2:04 pm Michael Flores

    Wow! What a great breakdown.


  3. on August 6, 2010 at 7:27 am Cindy Spencer Pape

    Well said!


  4. on August 6, 2010 at 12:13 pm Marsha A. Moore

    Very informative! I especially enjoyed learning the historical connections. Thanks!


  5. on September 8, 2010 at 6:40 am The Importance of Worldbuilding in Steampunk « Eric Novello

    [...] Monday; and second, the Edwardian-era adventure world of An Unfortunate Engagement“. – Read the full post on Steamed! Tags: clipping, steampunk Comments RSS [...]


  6. on November 15, 2010 at 6:10 pm Steampunk Novel Writing « Trial By Steam

    [...] is one of those writers who has crafted some exceptional Steampunk novels. He recently wrote an article on one of the most challenging aspects of writing a Steampunk novel, the necessity for world [...]



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