I claim that that’s how you design a novel — you start small, then build stuff up until it looks like a story. Part of this is creative work, and I can’t teach you how to do that. Not here, anyway. But part of the work is just managing your creativity — getting it organized into a well-structured novel. That’s what I’d like to teach you here.
-Randy Ingermanson, The Snowflake Method for Novel Design
(Thanks to Justin Aquino of Game in the Brain for pointing that out to me)
Yesterday, I gave you my setting design manifesto. Now, I should be clear, when I design a setting, I'm not nearly so rigid and systematic (as you can see from Psi-Wars itself), nor should you be. The idea is to get a feel for how things go, so I'm much more obvious in my design here so that you can more clearly see the strokes.
In the spirit of that, let me lay out what the rest of this iteration is going to look like. I'm going to build the setting by going from less detail to more detail, just as described in Randy Ingermason's Snowflake Method, or really how I've been working this from the beginning. I'll start with what I know, create a framework, and dig deeper into the fractal, bit by bit.
First, I'll outline the entire setting as simply as I can. From that, I'll derive additional points worth working on (beginning my fractal), and justify each point that I add against my target audience. Then I'll use a loose framework, which I'll set up here, to give me an overall picture of how things will look, and then I'll spill out everything I already know/want and look at the sources I want to include. Then I'll pick a single point of the above, and do it again, more deeply, then step back and integrate it with what I have, and again and again until I'm satisfied with the results.
Today is the first step into the setting. This is the broadest outline, the "iteration 1" of setting design.