Worldbuilding and guiding readers
The line between excellent worldbuilding on the one hand, and implausibility and inconsistency on the other, can sometimes be simply a question of Author Points and/or Editor Points—that is, of how much the reader trusts the presenters.
If something weird happens in a story and nobody reacts as if it's weird, there are (at least) two possible options:
I find myself more and more interested lately in stories set in worlds that don't fit comfortably into traditional categories of sfnal worldbuilding: stories where the characters aren't aliens, or future humans, or past humans, or alternate-universe humans, or traditional created-Europeanesque-fantasy-world humans. This comes back to the translation problem; how do you convey the similarity and the alienness? How do you tell readers "This isn't any of the kinds of worlds you're expecting, so stop trying to fit it into your pigeonholes"?
For me, often the success of such a venture relies on getting me to the right set of expectations (or lack thereof) fairly early on. I'm a victim of my expectations, which are founded on many years of reading genre fiction; as soon as I start reading a story, part of my brain is working away at trying to fit it into one of the dozens of familiar slots. In most cases, I'll fit it into the right slot fairly early, and then I can relax into the story. If I fit it into the wrong slot early on, that may ruin my enjoyment of the story, because it sets my expectations wrong. But if the story can convince me early enough to set aside my expectations entirely, it can be really magical.