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Worldbuilding for Masochists

Worldbuilding for Masochists

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A podcast by three fantasy authors who love to overcomplicate their writing lives and want to help you do the same.Copyright 2021 All rights reserved. Arte Entretenimiento y Artes Escénicas Historia y Crítica Literaria
Episodios
  • Episode 155: The Rule of Cool, ft. JIM C. HINES
    May 21 2025

    We often think about "making things make sense" in worldbuilding and building internal consistency, scientific realism, and other logic-based considerations into our fiction -- But what happens when your worldbuilding principle is “What would be awesome?" Jim C. Hines, who embraced this principle for a forthcoming book, joins us to explore the possibilities!

    The Rule of Cool, credit to, is defined thusly: "The limit of the Willing Suspension of Disbelief for a given element is directly proportional to its awesomeness." In other words, if it's cool enough, you can get away with it. This often applies to sci-fi tech and fantasy magic. Let's be real, things like faster-than-light travel, lightsabers, and starfighters will always be "rule of cool", in one way or another (so far as we currently understand physics), and magic doesn't have to be something you break down and quantify and explain perfectly. So what can we play with? And where do those decisions intersect with narrative tone, genre standards, and reader expectations?

    [Transcript TK]

    Our Guest: Jim C. Hines is the author of the Magic ex Libris series, the Princess series of fairy tale retellings, the humorous Goblin Quest trilogy, and the Fable Legends tie-in Blood of Heroes. He also won the 2012 Hugo Award for Best Fan Writer. His latest novel is Terminal Peace, book three in the humorous science fiction Janitors of the Post-Apocalypse trilogy. He lives in mid-Michigan with his family.

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    1 h y 3 m
  • Episode 154: Judge Worldbuilding by Its Size, Do You?
    May 7 2025

    We often think of worldbuilding happening on a grand scale, with huge maps and the sweeping narratives of nations and world-changing events. But that's not really the stuff that makes a world feel lived-in. The granular choices are what show day-to-day life, and day-to-day life illustrates so much about how a world has developed, how a culture has grown, and how people negotiate the circumstances of their lives. These are the things that, out of genre, creators might not think of as “worldbuilding” but as "just" character work or setting details. All of it helps to tell the story of your world and how people live in it.

    So in this episode, we start at the mid-sized level of worldbuilding and then narrow our way down, from cities to neighborhoods to individual buildings to distinct rooms. How can the smallest choices have a significant impact, giving your stories more life and verisimilitude? What defines public and private space, and how do people perceive the differences? What are the uses of buildings and the rooms within them, and what does that tell you about who occupies the space? And how can you craft all of this in a way that feels genuine and goes beyond the surface level?

    [Transcript for Episode 154 -- Thank you, scribes!]

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    1 h y 15 m
  • Episode 153: A Long, Skilled, Satisfying Cunning Linguist Session
    Apr 23 2025

    How can language help shape your worldbuilding? We're not necessarily talking about conlang here -- that can certainly be part of worldbuilding, but it doesn't have to be, and many works of speculative fiction manage perfectly fine without invented languages. But the words you choose in description and dialogue will also communicate something to your reader.

    There are so many ways that words can create the vibes for your world: the aural quality of different languages, choosing character and place names, the cadence and flow of sentences, and the conscious emulation of other genres or eras. We also explore what the conceptual availability of certain ideas, technologies, or worldviews may mean for the vocabulary, idioms, and metaphors of a culture. Being very intentional about word choice can help a writer communicate a location's aesthetic, let a reader know what to expect from a book's tone, help reveal character through dialogue, and even drop information about all your other worldbuilding in quick and subtle ways. And since we are huge word nerds, we delight in examining all of it!

    The episode begins, however, with a 15-minute diversion into how much we love Shakespeare, so -- enjoy that! And happy birthday, Bill!

    We are also delighted to announce that we are, for the fifth year in a row, a Finalist for the Hugo Award for Best Fancast! Anyone who has a WSFS membership for this year can vote, and we would love your consideration. Membership costs $50 and gets you access to the voters' packet, digital versions of almost everything you'll find on the Finalists lists -- novels, novellas, novelettes, short stories, poetry, and even audio and video.

    [Transcript for Episode 153 -- Thank you, Scribes!]

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    1 h y 29 m
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In MAAAAH Review… the Gods said "LET THERE BE A REVIEW!" And there was a review. Now the review was a form and empty, whiteness covered the screen. And in the whiteness there shall be worldbuilding. And the worldbuilding shall be for masochists! And the Gods saw that it was good.

Fast forward a few COVID years… but was it 100 episodes good? Probably, I haven't finished them all yet. 4 stars… I don't care for the swearing, this means I can't listen when kiddos are around :( also I listen at 1.15x speed on the android app where the jingle is just… more fun! Try it for an an episode then try going back to 1.0x you'll be like why didn't I try this before?!

In MAAAAH Review

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