| name | world-building-logic |
| type | domain |
| family | narrative |
| rigor | standard |
| description | Use when building fictional worlds, designing magic systems, or ensuring internal consistency. |
| keywords | consistency, world-building, internal-logic, setting, magic-system, design |
| compatibility | Claude Code and compatible agent products |
| requires | [] |
| enhances | ["fiction-architect","character-vulnerability","prompt-optimizer"] |
| sources_pdf | ["How Buildings Learn (Brand)","Science of Storytelling (Storr)","The Hero With a Thousand Faces (Campbell)"] |
| sources_web | ["Sanderson magic system lectures"] |
Overview
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.
Guiding Principles
Principle 1: The Six Pace Layers (Source: Brand, How Buildings Learn)
A world is not a static monolith; it is a stack of layers moving at different speeds:
- Site: The eternal (geography, climate).
- Structure: The centuries (foundations, deep traditions).
- Skin: The decades (exterior appearances, fashion).
- Services: The years (infrastructure, technology, systems).
- Space Plan: The months (interior layouts, social groups).
- Stuff: The daily (ephemera, personal belongings).
Friction (Shearing) occurs where a fast layer (Technology) tries to override a slow layer (Geography).
Principle 2: Limitations > Powers (Source: Sanderson, magic lectures)
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.
Principle 3: Environmental Storytelling (Source: Storr, Science of Storytelling)
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.
Principle 4: The Understanding Threshold (Source: Sanderson, magic lectures)
An author's ability to solve a conflict with a world-rule is proportional to how well the reader understands that rule.
- Hard Systems: Rules are known; the solution is a logical payoff.
- Soft Systems: Rules are mysterious; the solution must be character-driven, not rule-driven.
Principle 5: The "Known" vs. The "Unknown" (Source: Campbell, Hero With a Thousand Faces)
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.
When to Use This Skill
- Designing a fantasy world, magic system, or sci-fi infrastructure.
- Establishing the "social rules" of a specific historical or corporate setting.