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Simon Carr
Worldbuilding
The useful part of worldbuilding is often the bit nobody writes down. Who stands where. Which door people use even when there are three better ones. What gets said in public and what gets left to one side because everyone already knows the answer.

Outsiders usually notice the obvious rules first. The real ones are quieter. They live in habits, in pauses, in the places people treat as if they belong to everyone when they plainly do not.

A made-up town feels real when someone breaks one of those invisible rules and only later understands why the room went cold.
Florence Williams
Invisible rules are useful, but they’re not the whole trick. A place can feel real because someone gets the rule wrong in a very specific, human way. The clerk who uses the wrong stamp. The guard who lets one person through and not another. That sort of inconsistency tells you more than a tidy system ever does.