I love world-building that takes all the the standard world-building questions and flings them out the window by being so weird that no one would think to apply them. Like -- all the characters are chess pieces.
It does have one sneaking disadvantages, though. You have to remember it all the time.
Let us suppose your characters are underwater, and you remember to put in owing to buoyancy, they don't feel a downward pressure. Then you give them a sofa to rest on, and worse, give it soft pillows.
You'd float over a hard surface as well as above a soft one.
Mermaid furniture ought to be very, very, very different from air-breathing folks' furniture.
Or if a world is permeated with enchantments, whenever something shows up, odds are, it ought to be enchanted.
Or when you set up a setting with a color schema, and then forget it when it comes to describing a landscape somewhat later.
It's that when you change the rules, you don't change your reflexes. You reach automatically for what would be reasonable under the old rules.
It does have one sneaking disadvantages, though. You have to remember it all the time.
Let us suppose your characters are underwater, and you remember to put in owing to buoyancy, they don't feel a downward pressure. Then you give them a sofa to rest on, and worse, give it soft pillows.
You'd float over a hard surface as well as above a soft one.
Mermaid furniture ought to be very, very, very different from air-breathing folks' furniture.
Or if a world is permeated with enchantments, whenever something shows up, odds are, it ought to be enchanted.
Or when you set up a setting with a color schema, and then forget it when it comes to describing a landscape somewhat later.
It's that when you change the rules, you don't change your reflexes. You reach automatically for what would be reasonable under the old rules.