KANONARA

How to write down your world's rules

How to record world rules so they survive a long serial: what counts as a rule, the six fields each record needs, when to write it down, and how to resolve violations.

Published 26 Sept 2026 · 5 min read

Every long story that fails by inches fails the same way. A rule the author established confidently in chapter three gets contradicted absent-mindedly in chapter forty-three, not because anyone changed their mind, but because nobody could hold the rule in their head for forty chapters alongside forty characters and a dozen locations. The fix is unglamorous and total: world rules need to be written down, at the moment they are established, in a shape that later chapters can be checked against.

This guide is about the record itself: what a world rule is, which fields each rule needs, when to capture it, and what to do when a new chapter breaks one.

What counts as a world rule

A world rule is any general statement about how your world works that later events must obey. Not just magic: how fast travel is, whether the dead can return, which technologies exist, who can command whom, what a broken oath costs. The test is generality. A rule applies every time its conditions recur ("fire magic fails over open water"); a fact is particular ("the capital sits on a river delta"). Both belong in your bible; only the first is a promise.

And a promise is what a rule becomes once the page shows it to readers. This is the core of the crowd-documented principle Magic A is Magic A: once a rule is established, a later unexplained violation reads as a plot hole, not a surprise. Readers forgive impossible worlds instantly and inconsistent ones never.

The six fields each rule record needs

Keep every rule to one small fixed shape and the record stays usable for hundreds of chapters:

  1. Statement. One sentence in plain terms: "Humans cannot use teleportation."
  2. Established. The chapter and scene where the rule first appeared on the page. This is the evidence that makes every later check possible.
  3. Scope and conditions. Where, when and for whom the rule holds: "applies to living humans; artifacts are not settled by this rule."
  4. Costs and limits. If the rule governs a capability, what its use costs and what it can never do. Limits are what keep a power dramatically alive; a costless ability quietly deflates every scene that depends on scarcity, danger or sacrifice.
  5. Known to the reader. Whether the rule has been shown on the page, or exists only in your notes.
  6. Exceptions. Empty when the rule is recorded. The field exists so that exceptions get recorded deliberately instead of accumulating silently.

The sixth field is the quiet one that matters most at length, because a long story will eventually need to break a rule. The question is never whether exceptions happen; it is whether each one is a decision or an accident.

Write the rule when it is established

Record the rule in the same session that writes the scene establishing it. Later is too late in two directions at once: memory starts editing immediately (you will record the rule you meant, not the one the page states), and the backlog of unrecorded rules becomes a chore that never gets done. If you draft fast, a one-line statement with the chapter number is enough; the other fields can be filled in on the next pass, before the rule matters to a plot turn.

One discipline keeps the record honest: when a scene reveals a refinement (the rule has a condition you had not written down), update the record then, with the new chapter number as its evidence. Records that only ever grow, and never refine, drift away from the manuscript and stop being checkable.

The reader's rulebook is the binding one

The rules that bind your story are the rules the reader knows, not the rules in your private notes. A limit documented in your bible but never shown on the page does not yet exist as a promise; springing it at the moment of violation can be exactly the right twist, and the "known to the reader" flag is how you tell those cases apart. A wide gap between true-in-world and known-to-reader is mystery machinery; a narrow one is the fuel of hard magic duels and fair-play mysteries. Both are craft decisions, but only if you can see the gap, which is what the flag is for.

When a chapter breaks a rule

Sooner or later a new chapter will contradict a recorded rule. There are exactly three honest resolutions:

  1. It is a mistake. Fix the chapter so it obeys the rule.
  2. It is intentional. Record the exception with its chapter and, ideally, its cost, and consider telegraphing it before it happens: an exception the story signals in advance reads as payoff, one it did not reads as convenience.
  3. The rule was wrong. Update canon deliberately, and treat the change as a retcon the story acknowledges.

The one dishonest resolution is silence: leaving the contradiction unresolved in the hope that readers will not notice. In a serial, the readers who notice are the ones who comment.

How Kanonara approaches this

World rules are records in Kanonara's story bible, kept alongside locations, factions and events in the world section, each with its evidence. When an analyzed chapter contradicts a stated rule and no exception is recorded, the world-rule check surfaces both passages, and the resolution, whether fixing the chapter, marking the exception intentional, or updating canon, is the author's call.

Sources

  1. TV Tropes: Magic A Is Magic A (archived)
  2. Sanderson FAQ: What are Sanderson's laws of magic?

Craft claims above trace to these sources. Where a point is practitioner consensus rather than settled fact, the text says so.

Keep reading