home / skills / jwynia / agent-skills / worldbuilding
This skill diagnoses worldlevel storytelling problems, identifies gaps in setting, institutions, economy, and culture, and prescribes concrete improvements to
npx playbooks add skill jwynia/agent-skills --skill worldbuildingReview the files below or copy the command above to add this skill to your agents.
---
name: worldbuilding
description: "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."
license: MIT
compatibility: Works with any fiction genre. Pairs with story-sense for routing.
metadata:
author: jwynia
version: "1.0"
type: diagnostic
mode: diagnostic
domain: worldbuilding
---
# 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
This skill diagnoses world-level story problems and recommends targeted fixes to make settings feel lived-in, logical, and consequential. It detects issues like painted-backdrop settings, institutions that seem invented on the spot, implausible economies, and non-human species that are human-shaped. Use it to convert vague or convenient details into coherent systems with history and downstream consequences.
I inspect the setting for missing causality, weak institutional history, economic inconsistencies, shallow belief systems, and anthropomorphic non-human design. For any flagged element I trace a Consequence Cascade: immediate effects, systemic adaptations, and cultural evolution. Then I recommend specific interventions—ranging from timeline tweaks and founding crises to supply-chain logic and sensory-driven alien cognition.
Can I use this skill for character-focused problems?
No. This skill targets setting- and system-level issues; use a character-arc skill for personal development or emotional beats.
How deep should I go when fixing a single issue?
Go deep when the element is central to plot or will be examined closely; otherwise add just enough texture to make it plausible without overloading the story.