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Chit-Chat: The DCCverse: The Multiverse Lounge

Hey! So, if you want my advice, start with the planet itself, layout the geography of your world first, place where each of your races will be living in, and then go deeper, and focus on each culture, and stuff. If you want some more advice, you could visit The Nebula, and try to develop your planet from there, until you're ready to make your own thread.

As for the background, it's CSS, and there are some threads in which could help you in that department. You could also ask fellow members to help you out as well.

Thanks! Time to get reading and writing!
 
Also, you could use the 30 Days challenge as a guide to your worldbuilding, as it lets you see what stuff you still need to flesh out for your planet and stuff.
 
So, hey people, I'm new here but old to worldbuilding. Was doing the same 30-day WBJ thing people here are doing, even. {XD} Am glad to see this little experiment is a thing, and will be interesting to see what have people come up with.
 
For those of you working on sci-fi worlds, I highly recommend you check out a documentary series called The Known Universe. It contains a lot of useful information about how space stuff functions as well as stuff related to human survival in space/space technology.
 
I'm going to look into that. But it makes me wonder about something. What does everyone think - is it good to have a basic working knowledge of something - like about space stuff if you're doing something scifi - or does that bog you down and limit your creativity?
 
I'm going to look into that. But it makes me wonder about something. What does everyone think - is it good to have a basic working knowledge of something - like about space stuff if you're doing something scifi - or does that bog you down and limit your creativity?

I think it's a good idea to have a basic knowledge, it can greatly expand your possibilities. You don't have to make it realistic after all.
 
For those of you working on sci-fi worlds, I highly recommend you check out a documentary series called The Known Universe. It contains a lot of useful information about how space stuff functions as well as stuff related to human survival in space/space technology.

[PokeCommunity.com] The DCCverse: The Multiverse Lounge
 
I'm going to look into that. But it makes me wonder about something. What does everyone think - is it good to have a basic working knowledge of something - like about space stuff if you're doing something scifi - or does that bog you down and limit your creativity?
Maybe some would like things to be hugely realistic. I personally couldn't do that, so I would keep things simple. Doesn't stop my creativity! Rather, I can do wacko stuff and tell the reader "yes it works, shush" (: Anybody else remember a golden sneaker teleporting through space with an improbability drive or something like that?
 
i absolutely think at least a basic knowledge of what you're writing about is necessary. for me, i do a hell of a lot of research on relevant things and even my fantasy aspects are rooted in scientific concepts. i usually start with a concept or theory that has no real basis in anything, then work backwards to explain it. i don't think it limits my creativity to research things, not at all- i find a ton of stuff i wouldn't have otherwise thought of through researching how to work concepts!
 
I'm going to look into that. But it makes me wonder about something. What does everyone think - is it good to have a basic working knowledge of something - like about space stuff if you're doing something scifi - or does that bog you down and limit your creativity?

I think that depends on the amount of realism you're going for.
 
mmm imo realism definitely requires a lot of research and knowledge but even not-so-realism requires a good grasp of how things work? like think about it- the amount of pokemon worlds that are made all over the internet- they're being made by people who, if nothing else have a really good grasp of their subject matter: pokemon.
 
mmm imo realism definitely requires a lot of research and knowledge but even not-so-realism requires a good grasp of how things work? like think about it- the amount of pokemon worlds that are made all over the internet- they're being made by people who, if nothing else have a really good grasp of their subject matter: pokemon.

True, but when you're subject matter is developed solely by your own imagination it's really on you to decide how realistic you want things to be.
 
In general, one should have at least a basic grasp on a concept one is trying to sell, as otherwise you won't be able to sell it well. The intrinsics behind it being, down the line, that while "knowing too much" could, in theory, get in the way of creativity / thinking outside the box, it is more true, and far easier to quantify, that "knowing too little" does, in practice, bog your exposition and exploration of concepts with circuitious attempts to be logical (or at least consistent) that any reader more familiarized than you with the concept will be quick to call you out for, even if they don't realize.

Basically, if you want to sell sci-fi to sci-fi readers, you should at least know your sci-fi, otherwise you'll be able to fool everyone but your sci-fi readers and those will feel cheated instead...
 
I really think worlds are more fun when they and their mechanics are explicable. Sure, some things might be off-the-wall or not really explained but then there's like. Magic in Harry Potter- I love Harry Potter, okay, I grew up with it and can still quote the damn books if I'm spurred on- I don't like that magic is apparently all-powerful and requires pretty much nothing to achieve something. There is no limit nor explanation for there being no limit. Versus Alchemy in FMA- equivalent exchange is the basic principle of the mechanic. Neither is particularly realistic, not based in science or anything, but FMA is far more interesting due to its limitations and rules.

Er, that's a little off-topic, but I do prefer it when you can tell there is a lot based in the real world. Schlock Mercenary's hard science as opposed to Star Wars' science fantasy. Discworld, a world of people and how they live, as opposed to Middle Earth, a world of higher powers and events. Like, you can reach as far as you please with your concepts but tbh if they don't come together to make a cohesive, functioning world I'm just not going to like it as much. Explain to me how these alternate species came to be. Explain how your people became so ridiculously tough. Explain how the class systems came to be and why they are maintained. Explain how your society functions at even the most basic level- I want to know. I want this fantastic world to feel real and I want to know everything about it. That's why I love worldbuilding like this tbh- I get to see all the things that I could only infer from a story. I get to see these worlds grow and change in response to others asking questions like these. I get to see them make sense on many levels.

anyway I think having a knowledge base is extremely important and researching as you're writing when something similar comes to be in your own story or world only enhances your creation and others' enjoyment of it
 
To be honest, Connect is a huge undertaking for me because it's combining sci-fi and technology, with magic and mysticism and those two generally don't mix well. However, I do like a challenge, and I think I could make it work.
 
Tbh, I feel if you have a set of rules for those kinds of things, it does help make it realistic, as it seems as if it's a staple in your universe
 
To be honest, Connect is a huge undertaking for me because it's combining sci-fi and technology, with magic and mysticism and those two generally don't mix well. However, I do like a challenge, and I think I could make it work.
I'm trying to do the same in Another Galaxy :T It's so vast though. I have a general idea, but it's... hard to get it into words.
 
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