In the world of steampunk, time is, in essence, frozen. You may be in a futuristic world or in the past of our Earth. The rules are very simple. Technology does not pass a certain knowledge level. Whether your world is dystopic or utopic doesn’t matter as much as staying within the rules of the genre.

Things to consider before embarking on your steampunk worldbuilding:

  1. The physical space involved in a steampunk equivalent machine (a machine that you create to replace technology in use today: A computer, for example.) far exceeds (in both weight, size, and density) the requirements for current technology’s usage.
  2. There is an expected stylistic flair to steampunk. A way of doing business, costume requirements, customs and courtesies, etc. Do your research on the Victorian era.
  3. The buzz and hum of white noise in our time is replaced by the whirr and clicks of white noise in steampunk. Involve all the senses. The smell of grease and steam, the tick of gears, the way food tastes…
  4. Technology is only as important as the scene in which it is broken. Hear me out. If I’m on a solar sailor powered by the ether of space a la Treasure Planet, mentioning the solar sails is a side bar, a relatively unnoticed thing. Unless it breaks…at that point your replacement/repair is necessary and it somehow affects your character interaction.
  5. Ultimately your world is a backdrop, the stage on which the players play. If you don’t have a character arc, a growth and change of/for your character, readers won’t care how much time you’ve put into your research. They will put your book down and walk away.

It starts with the story first. Remember that.

A friend sent me this and I thought I’d share. Star Wars characters redone in steampunk fashion:

Enjoy.

I am a steampunk and cyberpunk junkie. Over the next few weeks I’m going to introduce new readers to the steampunk genre so for those who are already fans, please bear with us. We have to start with rules in a world if we want to be able to break them. :)

Wikipedia defines Steampunk as:

…a subgenre of fantasy and speculative fiction that came into prominence in the 1980s and early 1990s. The term denotes works set in an era or world where steam power is still widely used-usually the 19th century, and often set in Victorian era England-but with prominent elements of either science fiction or fantasy, such as fictional technological inventions like those found in the works of H. G. Wells and Jules Verne, or real technological developments like the computer occurring at an earlier date. Other examples of steampunk contain alternate history-style presentations of “the path not taken” of such technology as dirigibles or analog computers; these frequently are presented in an idealized light, or a presumption of functionality.

So instead of beeping and buzzing, we have whirring and clacking. Steam powered everything. Fantastic. I am not a huge fan of “the path not taken” stories, but I love their historical settings. See Sky Captain and the World of Tomorrow or the League of Extraordinary Gentlemen for references.

I would love to introduce you to my world, and I will…soon. In the meantime, enjoy these last days of summer.

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