World Rules & World Building

World rules define the laws - physical, magical, social, or technological - that govern your story's universe. They create the boundaries within which your plot operates and give your world its unique identity.

What Are World Rules?

World rules are the fundamental constraints and possibilities that distinguish your story's universe from our own. They answer questions like:

  • Is magic possible? If so, what are its costs and limitations?
  • What level of technology exists? What can and can't it do?
  • How is society organized? What are the power structures?
  • What are the physical laws? (gravity, time, geography)
  • What supernatural or fantastical elements exist?
"Worldbuilding is not about creating a complete world - that's impossible. It's about creating the illusion of a complete world while actually only developing what your story needs." Brandon Sanderson
The Iceberg Principle

Like Hemingway's iceberg theory, your readers should see only 10% of your worldbuilding on the page. The other 90% exists to give you confidence and consistency, ensuring that what they do see feels authentic.

Rule Categories in SCRIPTA

Category Governs Example Rules
Physics Natural laws, geography, environment "No direct sunlight - eternal twilight"; "Gravity is weaker here"
Magic Supernatural abilities, costs, limitations "Magic requires sacrifice"; "Only women can channel"
Technology Available tech, its capabilities and limits "FTL exists but requires gates"; "AI is banned"
Society Social norms, hierarchies, customs "Caste system determines everything"; "Dueling is legal"
Biology Creatures, races, physical capabilities "Dragons are extinct"; "Vampires cannot enter uninvited"
Time Temporal mechanics, history effects "Time flows differently in Faerie"; "Past cannot be changed"
Geography World layout, boundaries, travel "The ocean is poisonous"; "Mountains are impassable"
Economy Resources, trade, wealth "Gold is worthless; water is currency"

The Principles of Consistency

Once established, world rules must remain consistent. Breaking them destroys reader trust and narrative tension.

Consistency Guidelines

  • Establish Early - Introduce important rules before they become crucial
  • Demonstrate, Don't Explain - Show rules in action rather than lecturing
  • Exceptions Need Justification - If a rule can be broken, explain why
  • Costs Must Be Paid - If magic or tech has costs, always exact them
  • Track Your Rules - Keep a reference document of established rules
The Deus Ex Machina Problem

When characters can suddenly do things not established by the rules, or problems are solved by previously unknown capabilities, readers feel cheated. Every solution should be earned through established rules.

Hard Magic vs. Soft Magic

Brandon Sanderson distinguishes between two approaches to magic systems:

Hard Magic Systems

Clear rules, defined limitations

  • Reader understands how magic works
  • Characters can solve problems with magic
  • Emphasis on clever use of limitations
  • Examples: Mistborn, Avatar: The Last Airbender, Fullmetal Alchemist

Soft Magic Systems

Mysterious, undefined boundaries

  • Magic creates wonder and awe
  • Not used to directly solve problems
  • Emphasis on atmosphere and mystery
  • Examples: Lord of the Rings, Narnia, Studio Ghibli films
The Spectrum

Most systems fall somewhere between hard and soft. Harry Potter is semi-hard: spells have consistent effects, but the limits of what's possible remain mysterious.

Sanderson's Laws of Magic

Fantasy author Brandon Sanderson has articulated three influential "laws" for creating magic systems:

First Law: Problem-Solving

"An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic."

This means: if you want characters to use magic to solve problems, readers must understand how it works first. Gandalf can't solve problems with magic because we don't understand his limits.

Second Law: Limitations

"Limitations are more interesting than powers."

What your characters can't do is more narratively important than what they can. Limitations create conflict, force creativity, and prevent magic from solving every problem.

Third Law: Expand Before Adding

"Expand what you have before adding something new."

Before inventing new magic, explore the implications of existing powers. What are the creative uses? The unexpected applications? The social consequences?

Example: Mistborn's Allomancy

Sanderson's Allomancy system demonstrates these principles:

  • Clear Rules: 16 metals, each with specific powers
  • Hard Limitations: Must ingest metals, metals run out, some are rare
  • Costs: Atium is incredibly expensive, pewter damages body
  • Expansion: Later books reveal new metals were hidden, not invented

Magic Systems in Literature

The One Ring (Lord of the Rings)

J.R.R. Tolkien

Rules: The Ring grants invisibility, extends life, corrupts the wearer's soul. It can only be destroyed in Mount Doom. It wants to return to Sauron.

Type: Soft magic - we never fully understand its limits.

Effectiveness: Creates tension through corruption, not power levels.

The Wheel of Time's One Power

Robert Jordan

Rules: Channelers weave five elements (Earth, Air, Fire, Water, Spirit). Men's power drives them mad. Women are generally stronger in Air/Water, men in Fire/Earth.

Type: Hard magic with soft edges.

Effectiveness: Gender divide creates political and personal conflict.

Sympathy (Kingkiller Chronicle)

Patrick Rothfuss

Rules: Based on thermodynamics - energy cannot be created. Creating a link between objects allows transferring energy, but always with loss. Mental discipline required.

Type: Very hard magic based on physics principles.

Effectiveness: Feels scientific, creates puzzle-solving opportunities.

Harry Potter Magic

J.K. Rowling

Rules: Wands channel magic. Spells require incantations and wand movements. Some magic is restricted or forbidden. Magical ability is inherited but degree varies.

Type: Semi-soft - consistent within scenes but limits unclear.

Effectiveness: Accessible to young readers, focuses on character over system.

Science Fiction Technology Rules

In SF, technology replaces magic - but the same principles apply. Rules must be consistent, limitations create conflict, and costs must be paid.

Key Questions for Tech Rules

  • Availability - Who has access to the technology? (Everyone, elites only, illegal?)
  • Reliability - Does it always work? What causes failure?
  • Cost - What resources does it require? (Energy, rare materials, expertise)
  • Side Effects - What unintended consequences exist?
  • History - How did it develop? Is it improving, stable, or degrading?
Example: Dune's Technology Rules
  • No Computers - The Butlerian Jihad banned thinking machines, leading to human "mentats"
  • Shields - Block fast objects but not slow ones, making knife fighting viable
  • Spice - Required for FTL travel, only found on Arrakis, extends life but is addictive

These rules create the entire political and military structure of the novel.

FTL & Space Travel

Faster-than-light travel is impossible according to known physics, so SF writers must create rules for how their universe handles it:

Common FTL Approaches

Approach How It Works Example
Hyperspace Alternate dimension where normal physics don't apply Star Wars, Babylon 5
Jump Gates Fixed infrastructure allows instantaneous travel between points Stargate, Mass Effect
Warp Drive Bend space around the ship rather than exceeding lightspeed Star Trek
Folding Space Connect two distant points of space directly Dune, A Wrinkle in Time
Generation Ships No FTL - accept slow travel, multiple generations Rendezvous with Rama
Cryosleep No FTL - travelers frozen for long journeys Alien, Interstellar

AI & Transhumanism Rules

Stories involving AI, uploaded consciousness, or posthuman entities need clear rules:

Key Questions

  • Consciousness - Are AIs truly conscious? Can consciousness be copied?
  • Rights - What legal/moral status do artificial minds have?
  • Limitations - What can't AI do? (Creativity? Emotion? Physical action?)
  • Threat Level - Is AI controllable? What safeguards exist?
  • Humanity Definition - What makes someone "human" if minds can be uploaded?

Asimov's Three Laws of Robotics

  • A robot may not injure a human being or allow a human to come to harm
  • A robot must obey human orders except where they conflict with the First Law
  • A robot must protect its own existence except where that conflicts with the First or Second Law

Asimov spent his career exploring the edge cases and contradictions in these seemingly simple rules.

Society & Political Rules

Social rules define how power operates, who has status, and what behavior is acceptable.

Social Structure Elements

  • Power Structure - Monarchy, democracy, oligarchy, theocracy, anarchy?
  • Class System - Rigid castes, social mobility, meritocracy?
  • Gender Roles - Patriarchy, matriarchy, equality, other arrangements?
  • Family Structure - Nuclear, extended, chosen, collective?
  • Religion - Role of faith, multiple gods, no religion?
  • Law & Justice - Formal courts, blood feuds, trial by combat?
Example: The Handmaid's Tale

Atwood creates Gilead with extremely specific social rules:

  • Women cannot read, own property, or have jobs
  • Fertile women are "Handmaids" assigned to Commanders
  • Strict color coding indicates social role (red, blue, green, grey)
  • Ritual phrases enforce ideology ("Under His Eye", "Blessed be the fruit")

Economy & Resources

Economic rules create conflicts over scarcity, trade, and power:

Economic World Rules

  • Scarcity - What is rare and valuable? (Spice, water, magic crystals)
  • Currency - What serves as money? (Gold, electronic credits, barter)
  • Trade - Who trades with whom? What are trade routes?
  • Labor - Slaves, serfs, free workers, robots?
  • Wealth Distribution - Extreme inequality, relative equality?

Mad Max: Fury Road Economy

Scarce Resources: Water ("Aqua-Cola"), gasoline ("Guzzoline"), mother's milk, healthy babies

Power Derived From: Control of resources, not money

Currency: Barter - water for guzzoline for bullets

Further Reading & Resources

Essential Books

  • On Writing and Worldbuilding - Timothy Hickson (Hello Future Me)
  • Wonderbook - Jeff VanderMeer (2013)
  • The Planet Construction Kit - Mark Rosenfelder (2010)
  • How to Build Fictional Worlds - Various academic papers

Online Resources

Influential Worldbuilding Examples

  • Tolkien's Middle-earth - Languages, history, geography, cultures
  • Herbert's Dune - Ecology, religion, politics deeply intertwined
  • Le Guin's Earthsea - True names and magic, archipelago world
  • Asimov's Foundation - Psychohistory, galactic empire decline
  • Banks' Culture - Post-scarcity society, AI governance