Fantasy
Fantasy is not a medieval setting with magic in it. It is a narrative in which a rule of the world, impossible in ours, produces a social organisation and a conflict that could not exist otherwise.
1. Reading contract
The reader demands: a world that holds, a coherent system of the impossible, a stake that exceeds the character without crushing them, and wonder founded on precision rather than grandiloquence.
2. Necessity test
The question to ask of the project: if the fantastic element is removed, does the narrative still stand? If it does, the fantasy is decorative. The impossible element must be the cause of the conflict, not its ornament.
3. System of the impossible
Reuse the five questions from world-builder section 3: who can, what cost,
what limit, who controls, why the world was not transformed further.
Three possible regimes:
| Regime | Principle | Use |
|---|---|---|
| Hard magic | rules known to the reader, measurable cost | magic solves problems |
| Soft magic | unknown rules, poetic effect | magic creates problems |
| Mixed | hard for the protagonist, soft for the rest of the world | the most robust balance |
Law: magic may resolve a major problem only if the reader has known its rules for at least fifty pages.
4. Structure
- A quest, but never a quest alone: the outer quest must double an inner one and come into contradiction with it.
- Avoid the structure that accumulates companions.
- The journey is narrated only where it transforms a relationship.
- Plan a reversal of the meaning of the quest at the midpoint: what the protagonist was seeking is not what they must find.
5. Peoples and cultures
- No people defined by a single trait. Invented nations are worked with the same care as a real culture, per section 8 of the constitution.
- Invented ethnic conflicts do not recycle displaced real stereotypes.
- Plan internal divergence: dissidents, classes, generations.
- Languages follow
world-buildersection 7: few words, actually used.
6. Economy of wonder
- One wonder per part, prepared and paid for.
- The wonder is seen by someone with a reason to look at it.
- Precise detail creates more wonder than excess: the exact height of a wall, the price of a mount, the smell of a forge.
- Never two grandiose descriptions in a row.
7. Cliches to turn or prohibit
- The chosen one, the recited prophecy, the orphan of royal blood.
- The mentor who dies to free the hero.
- The opening inn, the map at the front, the council of elders.
- The entirely evil people, disposable with no moral problem.
- The weapon that decides the outcome.
- The tyrant with no administration and no logistics.
8. Exit checks
- The necessity test passes.
- The system rules are known before any major resolution.
- No monolithic people.
- The journey occupies under thirty percent of the text.
- The cost of magic is paid on the page at least three times.
9. Auto-critique
The eleven constitution axes, plus four genre axes: necessity of the fantastic, coherence of the system, cultural density, economy of wonder.
Threshold: no axis below 3, average at least 4 on coherence of the system.
10. Interfaces
- Upstream:
world-builder,novel-architect. - Neighbours:
genres/dark-fantasy,genres/adventure,genres/magical-realism.