Support sffworld.com, buy your books through these links (read more)       Amazon.com, Amazon.co.uk, Amazon.de or Amazon.ca

Steven Savage

Articles
- A way with worlds: 01 - Your Main Character
- A way with worlds: 02 - It is the little things that count
- A way with worlds: 03 - In the beginning . . . there was a lot of planning
- A way with worlds: 04 - Intelligent life and culture
- A way with worlds: 05 - Magic and Technology
- A way with worlds: 06 - Pyramids of Power
- A way with worlds: 07 - Getting a Vision
- A way with worlds: 08 - Your Worlds are in Danger!
- A way with worlds: 09 - Retcon as Continuity
- A way with worlds: 10 - The Fanfic Rebellion!
- A way with worlds: 11 - Attitude
- A way with worlds: 12 - Finding Inspiration
- A way with worlds: 13 - Writing religion in your continuity
- A way with worlds: 14 - Creating new religions
- A way with worlds: 15 - Timeline-Based Writing
- A way with worlds: 16 - Yin and Yang: Utopia Dystopie Cornucopia
- A way with worlds: 17 - SEX: A completely boring discussion
- A way with worlds: 18 - Putting it all together: Xai
- A way with worlds: 19 - World View: Evolving with Alicia Ashby
- A way with worlds: 20 - Yin and Yang: The Deadly Hero
- A way with worlds: 21 - Something Old, Something New, Something Borrowed
- A way with worlds: 22 - The Paradox of the Badass
- A way with worlds: 23 - The Persecution Rests
- A way with worlds: 24 - Service, Service!
- A way with worlds: 25 - Crime and Punishment (and a lot of other stuff)
- A way with worlds: 26 - More Crime and Punishment
- A way with worlds: 27 - Yin and Yang: Self-Serving Self-Sacrifice
- A way with worlds: 28 - Timeline-Based Writing: The Critical Axis
- A way with worlds: 29 - Why are we doing this?
- A way with worlds: 30 - Cycles of Conflict
- A way with worlds: 31 - Losing the Race
- A way with worlds: 32 - Yin and Yang: Knowledge and Ignorance
- A way with worlds: 33 - Yin and Yang: Subjectivity and Objectivity
- A way with worlds: 34 - The Odds
- A way with worlds: 35 - Normalcy
- A way with worlds: 36 - The March
- A way with worlds: 37 - God, Darwin, History
- A way with worlds: 38 - Parallel Earths
- A way with worlds: 39 - Technology and Terminology
- A way with worlds: 40 - Communicating Your World
- A way with worlds: 41 - Playing God
- A way with worlds: 42 - Without Words
- A way with worlds: 43 - TMI
- A way with worlds: 44 - The Drought
- A way with worlds: 45 - Aslan Meets His Match: Theme versus Setting
- A way with worlds: 46 - Dark Mary Sue
- A way with worlds: 47 - The Realism Factor
- A way with worlds: 48 - Apocalypse How

A way with worlds: 35 - Normalcy
by Steven Savage of Seventh Sanctum
Page 1 of 2

Last week we discussed knowing what the odds are for occurrences in your world. Maybe you know the odds of various occurrences on your world, but, do you know what is normal in your world, what is average, what is expected?

In fact, just how are you defining normal in your world? Do you even have an idea of what is normal in your setting or how people define it?

Knowing when things are odd or noteworthy in your world is one thing - the flipside is knowing just what is normal in the setting you've created. We don't think about "normal" as often as we should when we create our worlds.

However, "normal" is a slippery beast that can trap you when you pursue it. So, let's try and chase it down . . .

GETTING MEAN:
When we describe normal in a story world (and the real world), it usually comes down to math: "The average age is 32", "the average Grutalian lives 100 years," etc. We usually pick a number or a category that can be defined by a number (years of education, etc.) and call it normal for our worlds. It's simple, easy, compact, and doesn't take too much work.

When we describe normal in our worlds, thus, we're all too often discussing simple mathematical averages. Mathematical average (called "The Mean" in statistics) actually describes very little of the world - it's a simple mathematical calculation, that's it. Add up all the numbers involved (like ages of everyone in a population), divide by how many numbers you added - bang, you have the mean.

The mean is also virtually useless to a writer. In fact, having done scientific research, I can say it's not exactly the greatest tool for hard or soft science either. It doesn't really get useful until you apply a whole bunch of other mathematical tools, and needless to say I doubt you care about them.

For instance in a world where one out of every one-thousand people are vampires, would you say everyone is 1/1000 vampire? You wouldn't. In a world where one out of a hundred people is a wizard, does that mean everyone has 1/100th the magical skill of a wizard? No.

That's why having an idea of your means - be they age, education, etc. - in your world doesn't mean very much. In fact, it's very easy to just yank a mean out of the air as a quick guide, a number that seems right - but as a guide, it's not very helpful.

In fact, there are other mathematical constructs used to describe "normalcy" beyond the mean, like median and mode (which I won't bother to describe). Yes, even statisticians have varied definitions and ideas of normal - and you don't want me to get started on alphas, betas, standard deviations and more. Don't even ask about Factor Analyses.

What is important about normal is not the mean - its distributions of elements.

DISTIBUTIONS:
Let's say I've designed a world and the average person has a high school degree. Does that mean everyone does? Does that mean fifty percent of my characters do? What does it mean?. What can do you do with that knowledge? Give everyone in your cast a high school degree? Give fifty percent of your cast a high school degree?

In the case of the "high school degree" what does matter is what percentage of the population has that degree - and has more education or less. In short, when needing to know what is normal in your worlds, know the distributions - such as what percentage of people have a certain level of education, or how much of a world is dry land.

Next Page

Copyright© 1999, 2000, 2001, 2002 Steven Savage, sffworld.com. All rights reserved. No part of this may be reproduced or reprinted without permission in writing from the author.



About / Staff - Advertising - Contact us - For Authors & Publishers - Contribute / Submit - Take our survey - Link to us - Privacy Policy
Copyright © 1999 - 2004 sffworld.com