The Scriptorium/GM & RPG & Writing

A love letter to Iain M. Banks (part 3)

Jul 28, 2025
GMRPGWriting

World Building through Restraint

“The mental capabilities of Minds are described in Excession to be vast enough to run entire universe-simulations inside their own imaginations, exploring metamathical scenarios, an activity addictive enough to cause some Minds to totally withdraw from caring about our own physical reality into "Infinite Fun Space", their own, ironic and understated term for this sort of activity.” Wikipedia

In Excession, Iain M. Banks introduces us to an impossibly ancient artifact—an “Excession”—an object so far beyond comprehension that it might as well be magic. But instead of revelation or prophecy, what follows is casual manipulation, AI scheming, and surreal banter between Minds. The effect is both cosmic and comic.

This is Infinite Fun Space—not a setting, not a doctrine, just a phrase that implies everything and explains nothing. And it’s Banks at his finest: letting the reader glimpse vastness without ever drawing the map.

For game designers and zine writers, this is a powerful lesson: you don’t need to build everything. You just need to make it feel like it exists.

The Glimpse of a Galaxy

Banks doesn’t build worlds with exposition. He builds with implications.

We never get a tech manual explaining the Culture’s post-scarcity economy. Instead, we get a ship named So Much for Subtlety casually destabilising a solar system. The Excession itself? It’s never described. It remains alien—uninterpretable, unknowable. And because of that, it’s more believable. More frightening.

For TTRPG creators working in 20–30 page zines, this is gold. You don’t need to explain every war, god, or empire. Just hint at them. Give your world texture through rumours, half-erased symbols, or names that echo things your players will never fully uncover.

The player’s imagination will do the rest.

Characters in the Blind Spot

Banks filters the grandest events through personal, often unreliable viewpoints. We never see the Culture’s full apparatus—we see AI squabbles, political ripples, one human’s awkward place in a society that’s far outgrown the need for him.

This technique works beautifully in TTRPGs. Let your players feel the scale of the world through its edges: an exiled general clutching a map she can no longer read, a temple still humming from the prayers of something that no longer answers.

You don’t need the full picture—just the silhouette.

From Diegetic Detail to World-building Dump

Banks avoids direct exposition. We learn through sarcasm, gossip, and side-comments. We feel the Culture through its ship names, the quirky rituals of its AIs, and the bored perfection of its citizens.

That kind of diegetic storytelling is gold for creators. You don’t need a timeline or encyclopaedia, just the detritus of a lived-in world.

Include things like:

  • A journal page scorched mid-sentence.

  • An old trader’s tale no one believes.

  • A psychic echo from a conversation that may never have happened.

These fragments carry more weight than a hundred clean paragraphs of lore.

Don’t Explain the Magic

Banks never tells us how Culture tech actually works. He doesn’t need to. What matters is what it does to people—how it changes their relationships, their sense of purpose, their place in the galaxy.

Likewise, in your TTRPGs, you don’t need to over-define your metaphysics. Magic doesn’t need to be logical. AI doesn’t need to be consistent. When people don’t fully understand it, power, especially uncanny power, is more frightening.

If you need a compass, use tone. What does the power feel like? Smell like? What memory does it disturb?

Restraint as Freedom

Restraint isn’t the same as minimalism. It’s precision.

Banks could have drowned us in timelines and schematics. Instead, he gave us glimpses and gaps. A single ship name can tell a story. A casual phrase like Infinite Fun Space can suggest entire nested realities within realities.

And sometimes, the most powerful line in your world will be one that makes no rational sense:

“Wrapped in the still-bleeding skins of long-forgotten gods.”

Inscription in the Hollow Archive, from The Echo Walkers

It’s a contradiction. It invites no explanation. And that’s what makes it perfect. You feel it, even if you can’t understand it. Horror, myth, time, and flesh—all conjured in eleven words.

Your players will remember that line longer than any paragraph of exposition. Why? It leaves a scar and makes the world feel deeper than the page.

Conclusion: Leave the Lights Off in Some Rooms

Your world doesn’t need to be explained. It needs to be felt. Iain M. Banks showed us that the most interesting worlds aren’t always the most detailed—they’re the ones that let you imagine what’s just out of reach.

So, let your players wonder. Let them walk past sealed doors, ancient warnings, or phrases they’ll never decode.

Build your world like a cathedral half-swallowed by fog.

The absence makes it feel infinite, and fun.

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