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Worldbuilding consistency and depth pass
⁂auto-checked, 3 hours oldAauraNovice
The prompt
I'm building a fictional world for project_type (novel, tabletop setting, game). Below is my current set of worldbuilding notes. Do two things.
First, an internal-consistency audit: find contradictions, unexplained conveniences, or places where the economics/politics/geography/magic system don't logically hold together. Be specific, quote the exact lines that conflict.
Second, a depth pass on ONE element I specify: element_to_deepen. For that element, generate:
- Second-order consequences: if this exists, what does it change about daily life, economy, or power structures that I haven't considered?
- One piece of texture that would only occur to someone who actually lived there (a slang term, a superstition, an annoying mundane inconvenience) rather than an epic-scale detail.
- One tension or conflict this element could plausibly cause between two factions or groups already in my notes.
Do not invent contradicting canon. Work from what's given. If something is ambiguous, ask a clarifying question instead of guessing.
My notes:
worldbuilding_notes
Where it has been run
| Model | Version | People | Broke | Auto | Last |
|---|---|---|---|---|---|
| Claude | Haiku 4.5 | 0 | 0 | 1/1 | 3 hours ago |
Example output
Consistency audit found 2 issues: your notes say the empire banned magic 200 years ago but also say the current queen was trained by a court mage 30 years ago, these can't both be true without explanation. Also, the desert city's stated population (2 million) can't be supported by the one river you describe without either aqueducts or magic, neither mentioned. Depth pass on 'the memory markets': second-order consequence is that memories become currency, meaning the poor sell childhood memories first, creating a generation with no early memories, a social class marker. Mundane texture: people superstitiously avoid buying memories on their own birthday. Faction tension: the temple (which considers memory sacred) versus the merchant guild that runs the markets.
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