We hear the advice all the time: it's fine to add backstory and worldbuilding in your novel, but it needs to be relevant. Readers hate endless paragraphs of worldbuilding that don't matter to the story.
True enough, as far as it goes, but it doesn't go near far enough, especially for the new and newish author. Which readers are meant? What constitutes relevance? How many paragraphs is too many? How do I make it matter? I mean, it *all* matters, or I wouldn't have invented it!
This little essay may not go far enough either, but it will go a bit further and maybe that will prove helpful. Use what you find useful and ignore the rest.
First the reader. That's an easy one. You don't care about the reader, mainly because you don't know who that reader is. What you do know, what you can absolutely count on, is that there are many different kinds of readers and some will like what you do and some won't. That's it. No matter how much or how little backstory you write, no matter how well you write it, some of your readers will say you've gone on too long and it was dull.
Forget about the reader, at least for now. You yourself are the first reader, and you must pass your own critical review before you ever show your work to someone else, so we'll concentrate on developing your own standards.
How much is too much? That is almost as easy. Quantity is not the significant factor here. It's quality. It's not the quantity for a couple of reasons. One, the point made previously; what's too much for one is not enough for another. There just ain't no pleasing some folk. The second reason is that most of the time when someone complains that there's too much backstory, they are really complaining that the backstory as presented seems to have too little to do with the story. More specifically, it has too little to do with the plot and the characters of the story.
Ah, now we're closing in on something useful. Let's suppose we have a team of three heroes in pursuit of a villain, and something swoops down from above, allowing the villain to escape. Where might the worldbuilding appear and what forms might it take?
Where? Beginning, middle, or end. As we come into the scene, you might say this world has flying orcs that can shoot death rays, and these are demons sent by a rogue godling cast out the Ethereal Realm by the High Council of the Gods.
Or, you can start the scene, describe the demonic orcs, and one character cries what is that, and another gives the backstory, right there, in the midst of the pursuit.
Or, after the scene ends and the villain escapes, either a character or the narrator can provide the information.
The placement of the backstory is going to affect the pacing of the scene. If the scene is our heroes camped in a peaceful field viewing strange shapes in the distance, that's one thing, but in the chase scene the effect (and effectiveness) will be quite different.
Your job, Dear Author, is to make the choice. Placement matters, so think about it. One thing should occur to you early on. If the backstory passage is placed without relationship to any scene, if it's "filler" in between, then you've got it in the wrong place. It's comparatively easy to tell where the wrong place is. It's quite difficult to find the right place. That mainly takes practice, which is a word that usually means "I did it wrong a bunch of times".
That's part of the lesson. The other part concerns not where the worldbuilding takes place but what is actually said. Take my example above, clause by clause. Is it necessary to say the orcs fly?
Probably. It would help explain why our heroes keep looking up. Do we even need to say they're orcs? That's trickier because this is fantasy, and maybe we just describe them. That, though, might require several sentences to make clear, and that would certainly slow down the narrative. On the other hand, maybe you want to make it clear that your orcs have a particular physiognomy.
Something similar goes for the death rays. Maybe they shoot rays from their eyes, but maybe they have guns. Either way, the fact that they have lethal weaponry is pretty directly relevant to the scene. Our heroes' reaction wouldn't make sense otherwise, nor would the villain's escape.
It says here they're demons sent by a rogue godling ... et cetera. Now we're wandering a bit. It might very well be that this particular godling has importance to the plot. Maybe it's a major player. In that case, what about its status matters to our heroes (or the villain) at this particular moment? It's hard to judge an unwritten story, but I'd say that the fact that there is a godling who can command flying orcs is something that should be established earlier than this scene. The death rays could be added here as a surprise, or could be something known to the reader and thus feared in the moment. What you want as Dear Author will dictate where you place that information.
As for the High Council and the godling's history with them, I hope you can see that none of that is "relevant" to the moment. Knowing this isn't going to add anything to the scene. It's somewhat as if the camera in a movie was following a chase only to swing aside to show us a pretty sunset. The more irrelevance you add, the more readers you will lose.
Which is not to imply that none of that backstory matters. It might matter to the story (and therefore to the reader), which means the High Council needs to be worked in there somehow, somewhere. One guideline you can adopt is that the more important an object, a setting, a character, a whatever, is to the story, the more times it needs to appear or be mentioned. Another thing you'll notice is that "useless worldbuilding" sometimes will appear once and never again for the whole novel.
The backstory also might matter not to the story but to you, Dear Author. It might be very important for your understanding of the world you have built, and absolutely deserves to be fully developed. But that does not win it a place on stage. Learning how to tell the difference between worldbuilding that matters to you and worldbuilding that matters to the story, is another one of those things that needs practice.
There you have it. A handful of frustratingly vague tips that you can rely on occasionally. I'm not going to summarize it. You need to do that, because you need to put it into terms that make sense to you at this particular point in your work as a writer.
Me, I got work of my own to do. I only wrote this to get out of having to do it for a while.
True enough, as far as it goes, but it doesn't go near far enough, especially for the new and newish author. Which readers are meant? What constitutes relevance? How many paragraphs is too many? How do I make it matter? I mean, it *all* matters, or I wouldn't have invented it!
This little essay may not go far enough either, but it will go a bit further and maybe that will prove helpful. Use what you find useful and ignore the rest.
First the reader. That's an easy one. You don't care about the reader, mainly because you don't know who that reader is. What you do know, what you can absolutely count on, is that there are many different kinds of readers and some will like what you do and some won't. That's it. No matter how much or how little backstory you write, no matter how well you write it, some of your readers will say you've gone on too long and it was dull.
Forget about the reader, at least for now. You yourself are the first reader, and you must pass your own critical review before you ever show your work to someone else, so we'll concentrate on developing your own standards.
How much is too much? That is almost as easy. Quantity is not the significant factor here. It's quality. It's not the quantity for a couple of reasons. One, the point made previously; what's too much for one is not enough for another. There just ain't no pleasing some folk. The second reason is that most of the time when someone complains that there's too much backstory, they are really complaining that the backstory as presented seems to have too little to do with the story. More specifically, it has too little to do with the plot and the characters of the story.
Ah, now we're closing in on something useful. Let's suppose we have a team of three heroes in pursuit of a villain, and something swoops down from above, allowing the villain to escape. Where might the worldbuilding appear and what forms might it take?
Where? Beginning, middle, or end. As we come into the scene, you might say this world has flying orcs that can shoot death rays, and these are demons sent by a rogue godling cast out the Ethereal Realm by the High Council of the Gods.
Or, you can start the scene, describe the demonic orcs, and one character cries what is that, and another gives the backstory, right there, in the midst of the pursuit.
Or, after the scene ends and the villain escapes, either a character or the narrator can provide the information.
The placement of the backstory is going to affect the pacing of the scene. If the scene is our heroes camped in a peaceful field viewing strange shapes in the distance, that's one thing, but in the chase scene the effect (and effectiveness) will be quite different.
Your job, Dear Author, is to make the choice. Placement matters, so think about it. One thing should occur to you early on. If the backstory passage is placed without relationship to any scene, if it's "filler" in between, then you've got it in the wrong place. It's comparatively easy to tell where the wrong place is. It's quite difficult to find the right place. That mainly takes practice, which is a word that usually means "I did it wrong a bunch of times".
That's part of the lesson. The other part concerns not where the worldbuilding takes place but what is actually said. Take my example above, clause by clause. Is it necessary to say the orcs fly?
Probably. It would help explain why our heroes keep looking up. Do we even need to say they're orcs? That's trickier because this is fantasy, and maybe we just describe them. That, though, might require several sentences to make clear, and that would certainly slow down the narrative. On the other hand, maybe you want to make it clear that your orcs have a particular physiognomy.
Something similar goes for the death rays. Maybe they shoot rays from their eyes, but maybe they have guns. Either way, the fact that they have lethal weaponry is pretty directly relevant to the scene. Our heroes' reaction wouldn't make sense otherwise, nor would the villain's escape.
It says here they're demons sent by a rogue godling ... et cetera. Now we're wandering a bit. It might very well be that this particular godling has importance to the plot. Maybe it's a major player. In that case, what about its status matters to our heroes (or the villain) at this particular moment? It's hard to judge an unwritten story, but I'd say that the fact that there is a godling who can command flying orcs is something that should be established earlier than this scene. The death rays could be added here as a surprise, or could be something known to the reader and thus feared in the moment. What you want as Dear Author will dictate where you place that information.
As for the High Council and the godling's history with them, I hope you can see that none of that is "relevant" to the moment. Knowing this isn't going to add anything to the scene. It's somewhat as if the camera in a movie was following a chase only to swing aside to show us a pretty sunset. The more irrelevance you add, the more readers you will lose.
Which is not to imply that none of that backstory matters. It might matter to the story (and therefore to the reader), which means the High Council needs to be worked in there somehow, somewhere. One guideline you can adopt is that the more important an object, a setting, a character, a whatever, is to the story, the more times it needs to appear or be mentioned. Another thing you'll notice is that "useless worldbuilding" sometimes will appear once and never again for the whole novel.
The backstory also might matter not to the story but to you, Dear Author. It might be very important for your understanding of the world you have built, and absolutely deserves to be fully developed. But that does not win it a place on stage. Learning how to tell the difference between worldbuilding that matters to you and worldbuilding that matters to the story, is another one of those things that needs practice.
There you have it. A handful of frustratingly vague tips that you can rely on occasionally. I'm not going to summarize it. You need to do that, because you need to put it into terms that make sense to you at this particular point in your work as a writer.
Me, I got work of my own to do. I only wrote this to get out of having to do it for a while.