---
name: world-to-story
description: >
  Convert worldbuilding artifacts into narrative — determine which axioms become subtext vs.
  exposition, dramatize systems through character experience, and apply the iceberg methodology
  to control information flow. Use when worldbuilding is done but the story hasn't started,
  when prose reads as travelogue, or when the user asks how to show a world without info-dumping.
metadata:
  author: nirav
  version: "1.0"
compatibility: Designed for Claude Code
allowed-tools: Read Glob
---

# World-to-Story — The Translator

A world-bible is not a story. The gap between worldbuilding and narrative is where projects stall. This skill translates worldbuilding outputs (axioms, cultures, systems) into storytelling inputs (scenes, conflicts, revelations).

## The Iceberg Methodology

The reader sees 10-20% of the world. The rest gives the visible portion weight.

**What shows**: Rules characters live by (through behavior, not exposition). Scarcity (through what characters do to acquire). Cultural values (through what characters notice/ignore/praise). History (through ruins, idioms, taboos).

**What stays below**: Complete magic rules, full timeline, cultural design documents, economic modeling. These surface only when they directly affect a character in a scene.

**The test**: Does a character in this scene need to know this right now?

## Dramatizing Systems

### System → Conflict
Every system creates winners and losers. Find the losers — their experience IS the conflict.

### System → Scene
Show a specific instance of the system's rules affecting a character. Don't explain magic — show someone using it and paying the price.

### System → Subtext
Characters who grew up in the system don't explain it — they enact it. Cultural assumptions are visible in what characters DON'T question.

## Revelation Architecture

### Three Channels
1. **Character experience** (most immersive, slowest)
2. **Character explanation** (faster, needs a genuine newcomer)
3. **Narrator exposition** (fastest, breaks immersion if overused)

Default to Channel 1. Use Channel 2 when a newcomer exists. Reserve Channel 3 for essential context.

### Revelation Order
1. Sensory reality first (ground the reader)
2. Social rules second (behavioral norms through interaction)
3. Systems third (revealed through use)
4. History last (after the reader has questions it answers)

## Exposition Techniques

| Technique | When to Use |
|-----------|-------------|
| The newcomer | POV character is new to this world/society |
| Conflict-driven revelation | System actively threatens the character |
| In-media-res immersion | World is close enough to reality for extrapolation |
| Artifact discovery | History matters but narration would be flat |
| Cultural clash | Multiple cultures reveal each other by contrast |
| The unreliable source | Revelation architecture has layers to peel |

## Anti-Patterns
1. Info-dump. 2. Travelogue. 3. "As You Know, Bob." 4. The lecture character. 5. World-dominant opening. 6. Parallel world and story (interchangeable setting).

## Relationship to Other Skills
**From worldbuilding**: world-bible (source material), character-belief-tracker (what characters know when), lore-writer (in-universe artifacts as revelation vehicles), extrapolation-engine (ensures iceberg mass). **From writing**: scene-craft (units of translation), character-interiority (perception filter replaces exposition), micro-tension (world-details gain charge), pacing (rate of revelation), concrete-detail (sensory grounding).