Worldbuilding
Worldbuilding

Building Magic Systems

My husband wrote a Business for Breakfast book about World-Building Space Opera. Recently, while we were going for a drive (as we do) and talking about the next B4B book he’s writing, he asked me if I’d consider writing a business book on how to create magic systems. I thought about it and decided that it wasn’t as big of a topic. Instead, I’m going to try to cover it all in a long(ish) essay. One note: There are exceptions to everything I say here. I’ll try to include those as well. I don’t want to come across as saying...

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Worldbuilding: How Much is too Much?

There is no such thing as too much worldbuilding. The greater the depth of the author’s knowledge of the setting of their book, the better. There is no detail too small or universe too big to be fully fleshed out in the author’s mind—or more likely, in extensive notes, maps, timelines, character bios, Plottr portfolios, and whatever else the often chaotic mind of the author chooses to store this information in. Unless you put it all in the text of your book. Hemingway said, “The dignity of movement of an iceberg is due to only one-eighth of it being above...

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Crafting a Magic System

If you ask a thousand fantasy authors what makes a good magic system, you’ll get a thousand different answers. I am not going to give you answer one thousand and one. I’m not going to do that simply because the details of your magic system don’t matter. It doesn’t even matter if your system has details. Or if there’s a system at all. Some authors—and their characters—treat magic like a science. If magic is common enough, it seems human nature that it would be studied, codified, even standardized to some extent. Spells are like recipes or language, things to be...

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