The Bitter-Sweet Nature of Endings

There’s something Chew1Coverrevisedbitter-sweet about getting to the end of a great story. You get the pleasure of completion and of seeing what clever finale the creators had planned. But on the other hand, it’s over. No more of this. The end.

Chew, one of my favourite comic series, just reached its finish. It was as ending that came out of everything that came before. It was powerful and striking and utterly bonkers. It was the perfect finale to this excellent series.

I’m sad to see it go, but pleased that I got to see the end. And the other sweet side of this is seeing what John Layman and Rob Guillory will do next.

If you haven’t already, go read Chew. The whole story is there waiting for you now.

And if you have a favourite ending – bitter, sweet, or a bit of both – let me know what story it was in the comments below.

Empire by Profound Decisions – that’s what I call world building

Writing about working with the core of your world has got me thinking again about world building. We talk about this a lot in fantasy and science fiction literature, but one of the best examples I’ve seen doesn’t come from books. It’s a wiki for a live roleplay game. So today I’m going to enthuse about Empire.

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A damn fine game

Empire is a fantasy live roleplaying (LRP) game run by Profound Decisions (PD). It’s a game designed for thousand of players, set in the high fantasy world of an empire on the verge of collapse, with barbarian orcs battering at its borders, the empress dead, and internal machinations capable of tearing the whole thing down.

To support the game, PD have written and published a huge background wiki. This gives the people playing their game an opportunity to fully immerse themselves in the world, creating something that’s complex, consistent and completely engrossing. For a LRP, this is great for creating immersion and atmosphere – a point Matt Pennington, PD’s founder, talks about so eloquently that I’ve cited him when writing about teaching.

The aims of a LRP background are somewhat different from those of world building for a novel, but there’s also a lot that’s the same, and that’s what I want to look at here.

Working from what’s known

As long as there has been fantasy literature it has taken features from the real world and from established mythology, using them as shortcuts to evoke atmosphere. If an author shows you a world of samurai and ninjas, you immediately fill in a lot of the gaps around them – geisha, robes, minimalist furniture, translucent partition walls, whatever says medieval Japan to you.

Empire uses that. By creating nations that seem familiar, such as evoking Medieval English yeomanry in the earthy Marchers, they let your brain fill a lot of gaps.

But they don’t just present you with real things. Where would the fantastic be in that? They mix it up, showing how these countries are different from the ones we know, how their magic and history make them distinctive. It’s not some hotchpotch re-enactment of the past – it’s something fresh derived from it.

Working out the detail

One of the things I most admire in China Miéville’s writing is his clear grasp on the deeper structures of his worlds – the economic, social and political elements that hold them up. This applies in Empire as well. Each nation has its own culture, costume, magical traditions, social hierarchy, military structures, and so on and so on. You can even hear what sort of music they like to make, and read about how they treat children. It’s an extrapolation from the starting point of each nation, just like Chew extrapolates from food super-powers, and it’s fantastic. It’s a depth and richness of background that’s pretty much incomparable in its detail.

Which results in…

Of course, by running a game for all those people, PD stop being the sole authors of their world. Every single player contributes. And it’s those players who take this material and, like Layman and Guillory in Chew, push it in all sorts of logical but crazy directions, bringing the world to life.

As a player, I initially found it intimidating. But then I realised that, as with the background to a well written fantasy novel, I didn’t need to know it all. In the same way that a novel can give you just enough information to be getting on with, and let you learn the rest as you go along, this wiki let me learn just enough to get started, then soak up the rest from the atmosphere other players created.

Even if you’re never going near the game of Empire, give their wiki a look. It’s a great example of world building, peeking into what’s hidden behind many authors’ story telling. If you’re the sort of person who likes to read guides to Middle Earth, or who buys D&D supplements just to read about the cities and monsters, then you’ll love this.

Something to get your teeth into – Chew’s world building

Having raved yesterday about TV writing that explores the core concepts of its world, I was reminded of a good example from comics, one that takes its concept and pushes it in all sorts of brilliant directions – Chew.

The comic that bites off more

If you’re not heavily into comics then you probably haven’t heard of Chew. Written by John Layman and illustrated by Rob Guillory, it tells the story of Tony Chu, a government agent with a strange power – whatever he eats, he gains its memories. If he eats an apple, he remembers growing in the warmth of the sun, being dappled by the rain, what the hand felt like that eventually picked him. If he eats a piece of bacon, he gets the slaughterhouse experience, in all its pain and horror.

Tony Chu doesn’t eat a lot of meat.

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But Chu’s world, and the centrality of food to it, goes beyond his own power. There’s a crisis going on around bird flu, illegal chicken restaurants, poultry substitutes, and a growing level of food-related weirdness. This makes Tony, and the small handful of other people with food-related powers, really quite important.

Different powers, different directions

Layman and Guillory haven’t just created one novelty and rested on their imaginative laurels. They’ve taken that core concept – a super powered world that revolves around food – and explored it in all sorts of different ways.

There are a wide range of people with different food related powers. And it’s not just the obvious – everyone experiencing food memories through their different senses, or all gathering information from food, or being empowered by it in different ways. There’s a character who can list every ingredient in the food he tastes. Another who writes about food so realistically that readers feel like they’re experiencing it. Someone who reads the future of anyone she bites.

And a super-spy chicken, because poultry is huge in Chew, and why shouldn’t the food get the powers sometimes?

Repercussions

They’ve thought through the repercussions of all this food related madness. Government departments with a food remit have become hugely influential and heavily armed. There are food-inspired terrorists, rebellions, cults and conspiracies. There are even meta-powers, food-powered individuals feeding off their peers.

The core concept of the comic seeps into every idea in the story, every panel of the art. It’s rich and fantastic and completely consistent, despite its wild and crazy content.

You should read Chew because it’s awesome. But if you’re interested in how good world building works when it’s built around a single theme, then pick up a copy and read it for that too. Because Chew is amazing.