Steampunk

Steampunk Tropes That Actually Work

Kia Orion | | 5 min read

Some observations about steampunk tropes after spending too long with brass and gaslight:


The mad inventor is steampunk's most reliable character, and probably its most misused one. In most manuscripts, the inventor exists to explain the technology. In the books people actually remember, the inventor exists because they can't stop building things even when the building is what's ruining their life.


Airships work best when they're treated like ships, not like magic carpets. The good ones have crews with hierarchies, fuel that runs out, weather that matters. The moment an airship can go anywhere without cost, it becomes furniture.


Cherie Priest said something in an interview that stuck with me: "I tend to write about people who struggle to define themselves." That's the through-line of Boneshaker, a book often remembered for its zombie gas and walled-off Seattle. But the actual engine of the story is a mother walking into a poisoned city to find her son, because she's spent years being defined by her husband's catastrophe and this is the first thing she's done that's entirely hers. Most steampunk centers an inventor or an adventurer. Priest centered a parent making an irrational choice out of love, and the genre bent around her.


Clockwork automatons are one of those tropes that reveal what a writer really thinks about consciousness. If your automaton is just a robot with gears, fine. But the interesting versions are the ones where the writer isn't sure whether the machine is aware, and lets that uncertainty sit on the page without resolving it.


The goggles-and-corsets version of steampunk might be the genre's biggest obstacle right now. China Miéville put it bluntly in an interview with Lightspeed Magazine: a lot of steampunk has become focused on "the endless replication of corsets and zeppelins and strange steampunky eyeglasses," which he called "a completely deracinated aesthetic." He's right that the visual shorthand can become a substitute for the actual work. When the costume is the genre, you're writing setting, not story.


Class conflict is the trope that separates steampunk from standard fantasy. Fantasy has kingdoms and peasants. Steampunk has factory owners and the people whose lungs the factory is destroying. The specificity of industrial-era class dynamics gives steampunk writers a kind of built-in tension that sword-and-sorcery has to manufacture from scratch.


Secret societies in steampunk almost always work better when they're protecting something mundane. A secret society guarding ancient magic is a fantasy trope in a top hat. A secret society controlling the patent system, or suppressing a technology that would collapse the coal economy, that's a steampunk trope with teeth.


Philip Reeve's Mortal Engines is famous for its premise of mobile predator cities that consume smaller towns. But the thing that actually makes the series work is how absurd and logical the concept is at the same time. Municipal Darwinism sounds ridiculous until you realize it's just colonialism with wheels, and then it sounds exactly right. Reeve went further than the usual magnificent-but-broken technology angle: the entire civilization is a machine that's breaking, and most of the characters are too busy surviving inside it to see the whole picture.

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Alternative history works as a steampunk trope only when the divergence point changes the people, not just the gadgets. Changing the technology is easy. Asking what kind of person gets built by a society that runs on clockwork instead of oil, that's the harder question and the more interesting one.


The plucky engineer trope has a shelf life. Readers love it in the first book. By the third, they want to know what the engineer is running from, what the building is compensating for, what breaks when the machine finally works and there's nothing left to fix.


I'm not sure whether steampunk has peaked or is in the middle of becoming something else. The genre had a massive cultural moment around 2009-2012, then seemed to recede. But the writers working in it now, people like Shelley Parker-Chan and P. Djélí Clark, are doing things with the form that the first wave never attempted. It's possible that steampunk's most interesting work is still ahead of it, and the goggles era was just the genre learning to walk.


Josiah Bancroft's Senlin Ascends does something with vertical worldbuilding that most steampunk doesn't attempt. Each level of the Tower of Babel is its own society with its own rules, and climbing isn't progress. It's just a different kind of strangeness. The trope of exploration in steampunk usually means going outward. Bancroft sends his character upward, and the claustrophobia of it changes everything.


Brass goggles are the genre's security blanket. They signal "this is steampunk" the way a sword signals "this is fantasy." The writers who ditch the goggles and find other ways to signal the genre tend to produce more surprising work, because they've forced themselves to communicate the world through behavior and consequence instead of costume.


The steampunk tropes that still carry weight are the ones anchored to a question about people. The mad inventor works when it's really about obsession, when the building has become a compulsion the character can't name. The brass is just vocabulary. What you say with it is the part that matters. I keep coming back to that when I'm sitting with my own drafts in the morning, trying to figure out what I'm actually writing about underneath whatever the surface subject happens to be.

The steampunk tropes that still work are the ones connected to something real beneath the brass. That kind of writing starts before you open the draft.

The steampunk tropes that still work are the ones connected to something real beneath the brass. That kind of writing starts before you open the draft.

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K

Kia Orion

Author of The Writer's Daily Practice, the #1 Bestselling book in Journal Writing and Writing Skills. He writes a free daily reflection for writers.

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