Journal 6
Module Overview
The Deep South at the cusp of the Civil War. Old New York in the
Gilded Age. A futuris!c dystopian wasteland. An empty café terrace
late at night. No ma"er when, where, or what, se#ngs ma"er. The
degree to which they ma"er depends, in part, on the style of the
crea!ve work, the tone, the characters, and the theme. Some
wri!ng relies heavily on se#ng (Edith Wharton’s The House of
Mirth could take place nowhere but old New York in the late
nineteenth century, for example), and some wri!ng uses it merely as
background to highlight characters and ac!on. But the se#ng is
always there, an integral part of the world of the piece. Module Six
explores se#ng, focusing on methods of building a world through
place and atmosphere.
To begin building a world, you must first iden!fy where it is and
what goes in it. Se#ng is more than simply locale. It also includes
!me—both !me period (present day, medieval !mes, the nineteenth
century, and so on), !me of day (early morning, dusk, midday), and
!me of year (summer, fall, winter, spring). Weather too is a part of
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!me of year (summer, fall, winter, spring). Weather too is a part of
se#ng—just ask any fan of George R. R. Mar!n’s A Song of Ice and
Fire series, and they will tell you what it means that winter is
coming. Se#ng also includes interiors, such as drawing rooms,
kitchens, living rooms, bedrooms, and exteriors, including yards,
porches, and pa!os. The type of house a character lives in—be it a
grand planta!on home, a dilapidated Creole townhouse, or a
corporate apartment—is a part of the se#ng. Even the props (e.g.,
the furniture, the wall hangings, the photographs) inside that home
are a part of the se#ng, a part of what “grounds a story in place”
(Burroway 156).
Your world must also have an atmosphere because “without it, your
characters will be unable to breathe” (Burroway 159). To establish an
atmosphere, you take the se#ng and add tone. This is most
prominent, perhaps, in darker crea!ve works, such as “The Fall of
the House of Usher” (which you may have read in Module Five), or
“The Yellow Wallpaper” (which you may read in Module Six). In both
pieces, the authors use the se#ng (the House of Usher and the
room with the yellow wallpaper) to create a sense of impending
doom.
In movies, se#ng and atmosphere can have more of an overt
establishment with visual and aural elements, too. For instance, the
opening clip from Fargo (cc) establishes se#ng and mood right off
the bat, using music to help to build the atmosphere. The writer
does not have music; the writer has only words, and those words
must be concrete, significant, and carefully chosen for this world to
come to life.
Writers are encouraged to make their se#ngs and worlds
“believable,” which means that everything on the page—a character’s
ac!ons, dialogue, or thought, along with the se#ng itself—must be
congruous. To make it believable, your world must have established
rules. This does not mean laws, exactly, or even a moral code.
“Rules" in this context refer to what can and cannot happen, or what
does and does not exist in this world. For example, in the world of A
Song of Ice and Fire, dragons exist, as do giants, and it is established
early on that what dies is not always permanently dead. In Mar!n’s
world, white walkers, Red Priests, and magic can raise the dead. In
Margaret Atwood’s Oryx and Crake trilogy, mutant hybrid animals
such as pigoons and mohairs roam the post-apocalyp!c land. But
even in realist wri!ng, there are worlds with their own sets of rules.
These rules might mimic the real world (dragons might be merely
mythical creatures and the dead might stay dead), but there are
rules just the same.
This week, you will defend your preferences for se#ng in a group
discussion. You will also turn in the next milestone of your final
project, in which you will analyze your classic and contemporary text
for their uses of storytelling elements, literary conven!ons, and
themes.
Works Cited
Burroway, Janet. Wri!ng Fic!on: A Guide to Narra!ve Cra%.
Boston: Pearson, 2007. Print.
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