Agent skill
worldbuilding
Diagnose world-level story problems. This skill should be used when settings feel thin, institutions feel designed rather than evolved, economies don't make sense, or non-human species feel like humans in costume. Keywords: worldbuilding, setting, world, institutions, economy, culture, species, consequences.
Install this agent skill to your Project
npx add-skill https://github.com/jwynia/agent-skills/tree/main/skills/creative/fiction/worldbuilding/worldbuilding
Metadata
Additional technical details for this skill
- mode
- diagnostic
- type
- diagnostic
- author
- jwynia
- domain
- worldbuilding
- version
- 1.0
SKILL.md
Worldbuilding: Diagnostic Skill
Diagnose world-level problems in fictional settings. Identify what's missing or unconvincing and recommend specific interventions.
When to Use This Skill
Use this skill when:
- Setting feels like a painted backdrop
- Technology/magic hasn't transformed society
- Institutions feel designed rather than evolved
- Economy doesn't make sense
- Cultures lack depth
Do NOT use this skill when:
- Story problems are character-focused (use character-arc)
- Plot structure issues (use scene-sequencing)
- Need to generate worlds from scratch (use systemic-worldbuilding)
Core Principle
Worlds fail when they feel designed rather than evolved.
Good worldbuilding creates the perception that the setting has history, internal logic, and processes that operate independently of the plot.
The World States
W1: Backdrop World
Symptoms: Setting exists but has no independent logic Interventions: systemic-worldbuilding (trace consequences)
W2: World Without Consequences
Symptoms: Technology/magic exists but hasn't transformed society Interventions: Consequence Cascade Analysis
W3: Institutions Without History
Symptoms: Organizations feel designed last week Interventions: Organic Institutional Design
W4: Economy Doesn't Make Sense
Symptoms: Trade exists without supply chains; prices arbitrary Interventions: economic-systems
W5: Belief Systems Are Shallow
Symptoms: Religion is flavor without theological depth Interventions: belief-systems
W6: Culture Without Depth
Symptoms: Traditions feel random; surface-level aesthetic Interventions: memetic-depth
W7: Flat Non-Humans
Symptoms: Aliens/species are humans in costume Interventions: conlang, alien-sensory frameworks
W7.5: Language Feels Generic
Symptoms: Names sound like English; no linguistic texture Interventions: conlang, language-evolution
Consequence Cascade
Apply to any major speculative element:
Initial Element
├── 1st Order: Direct practical effects
│ ├── Who gains immediate advantage?
│ ├── What becomes obsolete?
│ └── Technical limitations?
├── 2nd Order: Systemic adaptations
│ ├── How do economic structures adapt?
│ ├── How do power structures respond?
│ └── What resistance movements arise?
└── 3rd Order: Cultural evolution
├── What new language emerges?
├── What ethical questions arise?
└── What becomes normalized?
Key Diagnostic Questions
For Technology/Magic
- What's your initial divergence from our world?
- Who gains power? What becomes obsolete?
- How would the powerful try to control this?
For Institutions
- When was this organization founded?
- What crises has it survived?
- What are its internal contradictions?
For Economics
- What's the fundamental scarcity?
- How is value determined?
- What's the underground economy?
For Belief Systems
- What explains existence?
- How do beliefs affect daily decisions?
- What are the schisms and debates?
Common Anti-Patterns
The Monoculture
One unified culture for entire planets/species. Fix: Add regional variation, class differences, schisms.
The Convenient Technology
Technology exists when plot needs it. Fix: Trace consequence cascade.
The Static History
World unchanged for centuries. Fix: Add recent disruptions, reforms in progress.
The Evil Empire
Antagonist nation uniformly evil. Fix: Add internal debates, ordinary people.
The Rubber Forehead Alien
Non-humans with minor cosmetic differences. Fix: Start with biology, trace to cognition, trace to culture.
Depth vs Breadth
Go Deep When:
- Element is central to plot
- Element will be examined closely
- Element creates ongoing conflict
Stay Shallow When:
- Element is background detail
- POV character wouldn't know depth
- Mystery is more interesting
Related Skills
- systemic-worldbuilding - Build worlds from initial divergence
- belief-systems - Deep theological design
- economic-systems - Economic logic
- governance-systems - Political structures
- conlang - Language design
- settlement-design - Cities and geography
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