When coming up with a setting for a book or movie, especially fictional ones, one of the most important aspects is the setting. While you should not let your setting overshadow the actual story at hand (a frequent problem with Science Fiction), the setting should be clearly thought out, interesting, and able to maintain the kind of story you want to have without breaking continuity. Setting a swashbuckling swordfighting adventure does not make sense in modern day United States as gun ownership is remarkably high, for instance. A setting where swords are quite common would make a great deal more sense. Obviously, there is a great deal more to a solid basis than that.
Should you find yourself at the helm of a fictional government, such as a space colony, kingdom, or small town far removed from civilization, you will be asked to fundamentally rethink the role of Government. In reality, a Government should optimally exist to make life easier for people and allow them to become greater as a group than alone. I understand there is some debate about the proper role of government, but it is generally understood that if you are going to have one, it should do the best it can for the most people possible, whether that means making them rich, defending them, or inviting them into a lifetime of toil (presumably for a greater good of some sort). In a fictional environment, this is not so. It is important to remember that the existance of a fictional setting hinges on how interesting it is. Otherwise the whole story will be scrapped or worse, be published on the internet along with all manner of disgusting content.
Therefore, when asked to dictate public policy in this environment, it is important to think of the exceptional few who will make up the story's protagonists and antagonists rather than the general whole. A fictional government should allow for the most adventurers per capita. This will create an interesting environment and ensure that your setting is the most popular. By creating an environment which fosters plucky youths who want to make a difference, bored aristocrats who suddenly lose their fortune and various masked vigilantes you can expect that, over time, they will begin to go on Adventures in foreign parts, and then return with tales of glory. Or perhaps send a bard to do so. This will inspire more people to take up similar pursuits, creating exponentially more adventures until your setting is so interesting you may end up rather unexpectedly with a 7 part book series, movies, several video games across many genres, and even action figures.
But it is not enough to simply have many adventurers - they must be of quality. While villains are interesting, heroes are generally accepted to be more successful when it comes to carrying a story and typically one can expect to reap greater success from the number of heros per capita within your citizenry. However, heroes that emerge from a situation which needs no improvement would be of shoddy quality indeed. Therefore it is reccomended that, as a powerful figure in the community, one should embrace certain aspects of government that, in reality, would be frowned upon. Corruption, violence, power-mad schemes, shifty advisors and ruthless generals or police officials all will create plenty of excuses for the common man to do uncommon deeds, and tends to ressurect the last in a long line of sword-saints. By the same token, such people require support in some way, from well meaning family members and friends. A grassroots ethics campaign to encourage good behavior and morality from the bottom up while encouraging villainous activities from the top down will mix in the middle to create an interesting scenario indeed. Remember: you are not the villain, you just have the power to create them. When the strong-jawed farmer bursts into your throne room having slain the aforementioned power-mad general, he should not kill you but rather expect a reward for his service to the crown.
Here are some general guidlines: if you wish to have a police force, ensure that it is hopelessly corrupt to the point where you will be unable to fix it from a political system. having 1 in 10 members of the town watch, police force, or galactic patrol be honest will ensure that people KNOW there is something wrong without being able to fix it.
Also, encourage bandatry by supplying caravans with skeleton crews of defenders. You'll be surprised how the most honest person will be willing to take what doesn't belong to them when they are up against a blind man with a pen-knife.
Dump money into alchohol production: they don't call it liquid courage for nothin'.
In general, the best thing you can do is sow as much discontent as you can, and then immediatly remove yourself from power but make it clear you want it back. A few years in exile makes a great vacation and you will be lauded as a hero when a man on the edge returns you to power. In this way your fictional nation can be an intellectual property valued in the billions of dollars.
Next week we will discuss fictional economic policy: how to get the most money in the hands of the very few, and the value of burying 80% of your tresury in random locations.
20.5.08
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