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world-logic-checker【开发与工程】Keep the fiction internally consistent as the game scales. The rules of the world, not the rules of the game. Use this skill when: (1) establishing the foundational rules of a game's fictional world, (2) checking new content for lore contradictions, (3) tracking implications of world-building decisions ("if X is true, then Y must also be true"), (4) …
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The world has rules. Not game rules — world rules. Physics. Magic systems. Social structures. Technology levels. If the world contradicts itself, immersion shatters regardless of how good the mechanics are. This skill maintains the fiction's internal logic.
Game rules (Skill 8) define what the player can do mechanically: "Roll 2d6 + modifier to attack."
World logic defines what's true in the fiction: "Magic requires a physical conduit. No conduit, no magic. This is why mages carry staffs and wizards are powerless in chains."
Game rules can bend world logic for gameplay reasons (a healing potion works instantly because waiting 6 weeks for a broken bone isn't fun), but every bend should be conscious and documented, not accidental.
The foundational rules of the fictional world. Not the lore — the logic. What's possible, what's impossible, and what's rare.
Structure:
DOMAIN: [Physics / Magic / Technology / Biology / Society / Economy / Other]
RULE: [Statement of what's true in this world]
IMPLICATIONS: [What else must be true if this rule is true?]
EXCEPTIONS: [What known exceptions exist, and why?]
GAME IMPACT: [How does this world rule affect gameplay?]
SOURCE: [Where was this established? Vision doc, narrative, etc.]
Example:
DOMAIN: Magic
RULE: All mutation powers require physical contact with a Catalyst Shard.
IMPLICATIONS: - Powers can be "turned off" by separating the survivor from their shard
- Shards are a targetable vulnerability
- New powers require finding new shards
- A black market for shards would exist
EXCEPTIONS: - "Fused" characters have absorbed their shard (permanent but visible)
GAME IMPACT: - Shard as inventory item creates risk/reward decisions
- Enemy types that steal/destroy shards
- Crafting system around shard combinations
SOURCE: Vision doc v2, Core Fantasy statement
World rule categories to address:
How the major forces in the world relate to each other:
ENTITY A RELATIONSHIP ENTITY B STABILITY
──────────────── ──────────────────── ──────────────── ──────────────
[Faction/Power] [Allied/Hostile/ [Faction/Power] [Stable/Tense/
Neutral/Trading/ Shifting/
Vassal/Rival] Volatile]
For each entity, define:
ENTITY: [Name]
TYPE: [Faction / Government / Species / Corporation / Cult / Other]
MOTIVATION: [What do they want? What drives their actions?]
RESOURCES: [What do they control? Territory, technology, people, knowledge]
CONSTRAINTS: [What limits them? Weakness, ideology, geography, numbers]
PLAYER RELATION: [How does the player interact with them? Can this change?]
WORLD ROLE: [What function do they serve in the world's ecology?]
Relationship health checks:
Power systems need rules or they become plot holes. Define the boundaries:
POWER SYSTEM: [Name — e.g., "Mutation Powers", "Nanotech", "The Weave"]
SOURCE: [Where does the power come from?]
COST: [What does using it cost? Energy, health, sanity, materials?]
LIMITS: [What can it NOT do? Hard boundaries.]
SCALING: [How does power grow? Is there an upper limit?]
SIDE EFFECTS: [What unintended consequences exist?]
SOCIAL IMPACT: [How does this power affect society? Who fears it? Who wants it?]
INTERACTION: [How does this system interact with other power systems?]
Constraint quality check:
As the game grows, contradictions creep in. Build a system to catch them.
Contradiction types:
Contradiction check format:
CONTENT: [New content being checked]
CLAIMS: [What does this content assert about the world?]
CONFLICTS WITH: [What established world rules does it potentially violate?]
SEVERITY: [Breaking / Significant / Minor / Tonal]
RESOLUTION: [Retcon? Rewrite content? Add exception to world rule? Intentional?]
Proactive contradiction prevention: When adding new content, run each world-claim through existing rules:
The most powerful world-building tool. If X is true, what else must be true?
ESTABLISHED FACT: [Something true in the world]
FIRST-ORDER: [Direct implications — what must be true because of this?]
SECOND-ORDER: [Implications of the implications]
DESIGN OPPORTUNITIES:[What gameplay or narrative opportunities do these create?]
UNADDRESSED: [Implications that exist but the game doesn't explore yet]
Example:
ESTABLISHED FACT: Mutation powers are random and uncontrollable
FIRST-ORDER: - Society fears mutants (can't predict what they'll do)
- No organized mutant military (can't train standardized units)
- Black market for specific mutations (high demand, random supply)
SECOND-ORDER: - Underground mutant communities (safety in numbers)
- Anti-mutant political movements
- Religious interpretations (blessing? curse? divine lottery?)
DESIGN OPPORTUNITIES:- Faction quest lines (pro-mutant vs. anti-mutant)
- Black market economy system
- Social stealth (hiding your mutation)
UNADDRESSED: - What happens to mutant children? (potentially dark, may skip)
- Do mutations breed true? (genetic implications)
As the game grows, the world bible grows. Keep it manageable:
The Soft Magic Excuse — "It's magic, it doesn't need rules." Soft magic is fine for narrative mystery. But game mechanics need hard rules even if the fiction presents them as soft.
The Retcon Cascade — Changing one world rule and not tracing the implications. Every change cascades.
The Forgotten Implication — "Teleportation exists" but the game never addresses why armies march instead of teleporting. Players notice.
The Lore Dump — A 50-page world bible that nobody references during actual design. World logic should be a living tool, not a document.
The Rule of Cool Exception — "This contradicts the world rules but it's awesome so we'll keep it." Fine if rare and conscious. Destructive if habitual.
This skill produces:
These outputs feed into: