plugins/narrative/skills/world-building-logic/SKILL.md
Engineers internally consistent fictional worlds using Brand's Pace Layers for social structure and Sanderson's Laws of Magic for system constraints. Use when building settings, designing magic or tech systems, or auditing a world for logical contradictions.
npx skillsauth add joellewis/skill-library world-building-logicInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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World-building logic is the engineering of "internal consistency." It moves beyond mere imagination to create a setting that feels "lived-in" and logical. By applying Brand's Pace Layers to social and physical structures and Sanderson's Laws of Magic to the world's limitations, the builder creates a "controlled hallucination" that supports rather than distracts from the plot.
A world is not a static monolith; it is a stack of layers moving at different speeds:
Internal consistency is defined by what characters cannot do. A character with unlimited power has no story. Drama is found in the clever application of a world's specific limitations. The more powerful the tool (magic/tech), the more restrictive the rules must be.
The world is an extension of character. Use "Behavioural Residue" (clues left behind) and "Identity Claims" (broadcasted symbols) to show the history of a setting. Instead of telling the history of a city, show a "High Road" monument next to a "Low Road" slum.
An author's ability to solve a conflict with a world-rule is proportional to how well the reader understands that rule.
A world must have an "Ordinary" logic and a "Special" logic. The transition between them (The Threshold) must be marked by a shift in rules, stakes, or environment.
Define the physical and social constants that cannot be easily changed.
Before giving a character a power or a tool, list the three things it cannot do and the cost of using it.
Identify where the world is changing too fast for its foundations.
Add specific, sensory details. Use the "Rule of Three Qualities": a "heavy, tarnished, silver locket" is more real than a "pretty locket." These details must reveal character history (Environmental Storytelling).
Take a world-rule to its logical conclusion. If people can fly, how does that affect the architecture? If people can read minds, how does that affect the justice system? Consistency comes from these "second-order effects."
REQUIRED SUB-SKILL: fiction-architect — to integrate world-rules into the plot. RECOMMENDED SUB-SKILL: prompt-optimizer — to translate world-building logic into consistent AI character personas or descriptions.
databases
Use when a deliverable needs structured stakeholder sign-off before finalization—runs the pre-read, feedback-type alignment, and conflict-resolution protocol.
development
Use when you need to map who has power, who will be affected, and what motivates each party — produces a stakeholder map as an analytical artifact. This skill identifies and categorizes stakeholders; it does not persuade or influence them (use influence-architect for that).
testing
Use when beginning analytical or strategic tasks, facing undefined problems, or facing analysis paralysis—requires explicit problem definition before proceeding.
testing
Use when translating a product vision into engineering requirements—enforces the Working Backwards PR/FAQ method, requiring a customer-facing press release before any technical spec.