Strain Of Thought
Active Member
- Joined
- Apr 15, 2009
- Messages
- 25
So, I've been working on an idea for a Space Opera sort of story for a long time now. I began with a rough plot rather than rough world, and I think that has helped me; the world has changed a lot since I began fleshing it out and generally these changes have been to accommodate the story. But I've run into a problem where plot development is dependent on world development, and I can't get to the point where the world building feels essentially done, and serious writing can begin.
An example:
The protagonist acquires a very small starship from the ruins of a lost civilization near the beginning of the story. This ship is extremely plot relevant in that it allows the character to make a vital journey. After that, the ship could hang around for a while, or I could ditch it and have the characters get nicer transportation without much trouble. But because of where the character gets the ship, everything about it says something important about the lost civilization in question, which is of some importance. Therefore I feel unable to decide the ship's capabilities until I have completely fleshed out the civilization behind it. Without knowing what the ship can do, I am unable to work on certain later sections of the plot. But the lost civilization exists to further the plot, and I won't know the little details about it until I know what I need it to be. So I'm running around in circles trying to find what to establish first.
I've really just gotten sick of world building, but I feel unsure making up plot elements without the world to back them up in place already. I want the plot to rely closely on the setting it takes place in, but it feels like I'm going to have to just decide what will happen in certain situations and justify it with a hand-wave, because I can't figure out everything in the world beforehand. I don't want to do things that way. Can anyone suggest a better approach?
An example:
The protagonist acquires a very small starship from the ruins of a lost civilization near the beginning of the story. This ship is extremely plot relevant in that it allows the character to make a vital journey. After that, the ship could hang around for a while, or I could ditch it and have the characters get nicer transportation without much trouble. But because of where the character gets the ship, everything about it says something important about the lost civilization in question, which is of some importance. Therefore I feel unable to decide the ship's capabilities until I have completely fleshed out the civilization behind it. Without knowing what the ship can do, I am unable to work on certain later sections of the plot. But the lost civilization exists to further the plot, and I won't know the little details about it until I know what I need it to be. So I'm running around in circles trying to find what to establish first.
I've really just gotten sick of world building, but I feel unsure making up plot elements without the world to back them up in place already. I want the plot to rely closely on the setting it takes place in, but it feels like I'm going to have to just decide what will happen in certain situations and justify it with a hand-wave, because I can't figure out everything in the world beforehand. I don't want to do things that way. Can anyone suggest a better approach?