Conjuring Worlds: A Rather Human Guide to Writing a Fantasy Novel That Doesn’t Stink
Look, we’ve all been there. You’ve got this epic vision, a swirling tapestry of dragons and wizards and, well, probably some elves. But how do you actually get it down on paper, or, you know, a glowing screen, without it reading like a bad D&D campaign log? Let’s face it, turning those brain-movies into something readable? That’s the real magic. So, let’s chat about making your fantasy novel less of a chore and more of a… well, a thing people actually want to read.
Getting Down to Brass Tacks: Worldbuilding That Doesn’t Bore You (Or Your Readers)
Building a Place That Feels Like… Well, a Place
Forget those maps that look like a toddler scribbled on parchment. We’re talking real worldbuilding here. Think about it: where does your story live? What’s the weather like? Do they have decent coffee? Seriously, those little details? They’re what make a world feel lived-in. Consider the history, the weird local customs, the things people argue about in the tavern. Make it feel real, even if it’s got floating islands and talking squirrels.
And for crying out loud, be consistent. If you say the north is a frozen wasteland, don’t have people sunbathing there in the next chapter. And please, please, think about the food. What do people eat? How do they get it? Trust me, a well-described meal can do wonders for immersion. Plus, it’s way more interesting than another description of a dragon’s scales.
Also, think about the weird stuff. Does magic have side effects? Do those giant spiders leave silk everywhere? How does that affect daily life? If you have a magic system, what are the rules? Are they hard and fast, or more like guidelines? Nothing ruins a story faster than magic that just pulls solutions out of thin air.
Lastly, don’t just dump all this info on the reader at once. Sprinkle it in. Let your characters interact with their world. A character complaining about the price of ale because of a recent dragon attack? That’s way better than a history lesson. Show, don’t tell, folks. Show, don’t tell.
Those Folks You Call Characters: Making Them More Than Cardboard Cutouts
Giving Your People Actual Personalities (And Maybe Some Flaws)
Look, even in a world of magic, people are still people. They have dreams, they have fears, and they definitely have annoying habits. Don’t just give them a cool name and a sword. Give them a backstory, a personality, and maybe a crippling fear of pigeons. Make them real, even if they’re a talking cat.
What makes them tick? What do they want? What keeps them up at night? Give them some baggage, some quirks, some… humanity. Even the most powerful wizard can have a bad day, or a secret love for knitting. Give them some depth, some layers. Make them someone you’d want to grab a drink with (or at least avoid at a crowded tavern).
Don’t be afraid to make them mess up. Let them make bad choices, have regrets, and learn from their mistakes. That’s what makes a character interesting. A perfect character is boring. A character who struggles and grows? That’s gold.
And for goodness sake, give them something to do. They can’t just stand around waiting for the plot to happen. Let them have agency. Let them drive the story, make decisions, and face the consequences. That’s how you create characters that stick with readers long after they’ve finished the book.
The Whole Shebang: Plotting and Pacing That Doesn’t Put You to Sleep
Making Sure Your Story Actually Goes Somewhere (And Keeps You Awake)
A story needs a roadmap, not just a vague idea of “dragons and stuff.” Think about the beginning, the middle, and the end. And don’t be afraid to mix things up. Use flashbacks, multiple perspectives, or even a bit of time travel if you’re feeling brave. Just make sure it makes sense, or at least, makes a fun kind of nonsense.
Pacing is key. Don’t drag out the boring bits, and don’t rush the good stuff. Balance those slow moments with some action, some tension, some… well, some actual stuff happening. Not every scene has to be a sword fight, but every scene should move the story forward. Nobody wants to read a chapter about someone brushing their teeth, unless they have magical teeth, then maybe.
Drop hints, leave clues, and make the reader wonder what’s going to happen next. Foreshadowing is your friend, but don’t overdo it. A subtle hint is way more effective than a neon sign pointing to the big twist. And remember, a good twist should feel surprising, but also inevitable in hindsight.
And remember, conflict is your bread and butter. It’s what makes a story interesting. But it doesn’t always have to be punching and kicking. It can be internal, external, or even just a good old-fashioned argument over who gets the last slice of pie. Just make sure it’s there, driving the story forward.
The Magic Bit: Making Sure Your Spells Don’t Break the Rules
Crafting a Magic System That Makes Sense (Even If It’s Totally Bonkers)
Magic is awesome, but it needs rules. Otherwise, it’s just a free pass for your characters to solve any problem with a wave of their hand. Think about the source of your magic, the costs, and the limitations. Is it hard magic, with strict rules, or soft magic, more mysterious and unpredictable? Either way, make sure it’s consistent.
Get creative with your magic. Invent new spells, new abilities, new ways of doing things. But always stick to the rules you’ve set. If you say magic requires rare herbs, don’t have someone conjuring fireballs with a potato. And think about the consequences. Magic always has a price, even if it’s just a headache.
Don’t just throw in random magic powers to solve problems. Use your magic system to create new problems, new challenges, new conflicts. Make it an integral part of your world, not just a convenient plot device. If your magic can solve everything, there’s no point in having a story.
And remember, magic should be used to enhance the story, not to replace it. It should be a tool, not a crutch. Use it wisely, and don’t be afraid to experiment. Just make sure it makes sense, or at least, makes a fun kind of magical nonsense.
The Cleanup Crew: Making Your Story Shine (Without Losing Your Mind)
Polishing Your Work Until It’s Actually Readable (And Maybe Even Good)
Writing is rewriting, as they say. Once you’ve got a first draft, it’s time to put on your editor hat. Look for plot holes, inconsistencies, and those awkward sentences that make you cringe. Read it aloud, and listen for anything that sounds clunky or unnatural. And don’t be afraid to cut things out. Sometimes, less is more.
Check for those pesky typos and grammatical errors. They might seem small, but they can really distract from the story. And consider getting a second opinion. A fresh pair of eyes can spot things you might have missed. Even better, get a professional editor. They’re like magic ninjas who can turn your manuscript from “meh” to “wow.”
Don’t be afraid to rewrite whole sections. If something isn’t working, scrap it and start over. It’s better to have a strong, cohesive story than a messy collection of good ideas. And remember, every word should have a purpose. If it doesn’t, cut it. Or rewrite it until it does.
And finally, be patient. Revising takes time. Don’t rush it. Take breaks, get some fresh air, and come back with a clear head. You’ll be surprised at how much you can improve your story with a little bit of time and effort. Now go forth and write something awesome, you magnificent human.
The Q&A Bit: Because Everyone Has Questions (Especially About Magic)
Some Answers to Those Burning Questions About Writing Fantasy
Q: How do I avoid writing the same old fantasy cliches?
A: Turn them on their head! Take a trope and twist it, subvert it, or just plain ignore it. Think about why the trope exists, and then do something completely different. And don’t be afraid to be weird. Weird is good.