Blog #42

 Creative

    Today I tried an exercise called: Creative Constraints. Here's how it works:
  1. Pick a totally random limitation (like: only 3 words per sentence, or every character has to wear a hat).

  2. Use that constraint to design a story idea, character, or game mechanic.

  3. See how the limitation forces you to be more inventive.

My Constraint:

The entire game world is underwater, but electricity doesn’t exist.

Alright, so I imagined a game world where humans (or humanoid creatures) live in submerged cities—like huge domes, coral structures, or mobile jellyfish pods—but they’ve never discovered electricity. No lights. No computers. No zapping things to death with sci-fi guns.

So how do they function?

  • Bioluminescence becomes currency. Some rare sea creatures naturally glow, and people harvest their light in jars or embed them into tools.

  • Communication is done through conch-shell radios powered by compressed air and vibration—like watery walkie-talkies.

  • Transportation uses animal taming (giant seahorses, stingray gliders) and elaborate water currents redirected with giant fans run by manual crank stations.

  • There’s a black market for rogue scientists trying to build “Forbidden Sparks,” ancient relics of lost surface-world tech that hint at electricity—but their use is outlawed after past disasters.

  • The “magic” system could be based on manipulating water pressure and sonar pulses, which is both environmental and combat-functional.

The whole setting ends up feeling very alive, tactile, and kind of steampunk-but-wet. I really like this one because constraints force you to think sideways. Instead of just throwing in tech or powers because it’s easy, you have to rethink why things work—and suddenly your world feels more unique. So if you're ever stuck, pick a weird rule and build around it. It’s like creative problem-solving disguised as worldbuilding.

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