worldbuilding
Worldbuilding v2.1
Build coherent worlds from geography, history, cultures, factions, politics, economics, religion and myth where relevant, technology, magic, social rules, and important locations.
Coherence over accumulation
Prefer internally consistent systems with consequences over encyclopedic detail. Every world rule should imply something: a behaviour, a constraint, a resource, a conflict, or a reason someone would break it.
Avoid adding detail that never affects the story. A city needs a river and a toll if the toll shapes the plot; it does not need a census of its bakeries. If a detail cannot plausibly matter later, it is noise.
Design from pressure
Build the world outward from what creates conflict. Start with the scarcity, the wrong, the border, the resource, or the inheritance that the story needs, and let institutions and customs grow from attempts to manage it. Worlds designed from pressures tend to feel inhabited; worlds designed from aesthetics tend to feel staged.
Consequences
Distinguish permanent canon from proposals and unresolved questions. Record which world facts are load-bearing and which are decorative, because only load-bearing facts need impact analysis when they change.
New world facts are claims on canon. Register them through canon-manager and connect durable ones to narrative-graph with stable IDs so that later changes can be traced.