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projects:solo_rpg:entropy_drift [2025/04/11 15:28] – created kymkiprojects:solo_rpg:entropy_drift [2025/04/11 18:50] (current) kymki
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-==== Entropy Drift ==== +====== CAUSAL DRIFT: A Solo Timeline Explorer RPG ======
-This is a minimalist framework for a  solo sci-fi journaling RPG. It explores concepts of branching timelines and entropy being drivers in the players decision making process. It was influenced by the temporal mechanics of Space Alert by Vlaada Chvátil.+
  
-### Setting +===== GAME OVERVIEW =====
-You are a Temporal Navigator, an explorer tasked with journeying through branching timelines aboard the temporal vessel "Chronoceptor." Your mission: observe, record, and subtly influence key moments across multiple timelines to avert a cataclysmic future known only as "The Entropic Collapse." Each timeline visited becomes more unstable (entropic), and revisiting timelines drastically accelerates their collapse.+
  
-### Story Premise +==== Core Concept ==== 
-Each entry you write documents your encounter with critical events in these timelines. You're faced with moral dilemmassubtle manipulations, and moments of connection with various realities. Your entries shape your identity and gradually uncover your pastyour motivations, and your growing emotional and psychological stakes.+You are a Temporal Navigator aboard the vessel "Chronoceptor," traversing unstable branching timelines to prevent "The Causal Collapse" - a catastrophic event threatening all realities. Your actions decrease Causal Stability in each timeline you visit, and revisiting accelerates their deterioration toward inevitable collapse.
  
-### Core Mechanics+==== Game Materials ==== 
 +  * Journal or digital document for recording entries 
 +  * Several six-sided dice (d6) 
 +  * Two four-sided dice (d4) for stability rolls 
 +  * One twelve-sided die (d12) and one twenty-sided die (d20) for timeline generation 
 +  * Timeline tracking sheet or map 
 +  * Writing implements
  
-#### **Temporal Logs (Journaling)** +==== Key Mechanics Summary ==== 
-- Each session begins with a "Temporal Anchor," a prompt describing a significant event occurring at a precise temporal coordinate. +  1. **Timeline Navigation**: Explore multiple timelineseach with unique properties 
-- Journal your response as the Navigator, detailing your actions, emotional state, discoveries, and subtle influences on the event.+  2. **Action Resolution**: Actions mutate and resolve in unpredictable orders based on timeline stability 
 +  3**Stability Management**: Each intervention degrades timeline stability 
 +  4. **Character Development**: Your Navigator evolves through identity fragments and reflections
  
-#### **Entropy and Branching Timelines** +===== ICHARACTER CREATION =====
-- Each timeline has an Entropy rating, starting at 0. +
-- Each visit increases Entropy by 1. Revisiting a timeline adds +2 Entropy per revisit. +
-- When Entropy reaches 5, the timeline destabilizes irreversibly, collapsing entirely. Your final entry in a collapsing timeline should reflect chaos, loss, and final observations.+
  
-### Temporal Dynamics +==== Temporal Specialization ==== 
-- Instead of audio cues, events unfold via a structured deck or table of prompts with specific "Temporal Coordinates" (timestamp-like identifiersindicating the event's position and urgency in the timeline. +Choose one: 
-- Events require precise decision-making under limited in-game temporal resources called "Chronons."+  * **Historian**: Better at observing without altering (+1 to stabilization rolls) 
 +  * **Engineer**: Can temporarily reinforce timeline stability (once per timeline) 
 +  * **Diplomat**: Can reduce mutation effects on social interactions 
 +  * **Scientist**: Better at understanding timeline branching points
  
-#### **Chronons: The Temporal Currency** +==== Temporal Tether Configuration ==== 
-Begin each journaling session with 12 Chronons. +Distribute 10 points across: 
-- Every meaningful action (intervention, influence, major observation) costs Chronons (usually 1-3). +  * **Precision**: Ability to target specific timeline events (1-5) 
-- Decide carefullyspending fewer Chronons keeps entropy low but limits your influence, while spending more risks destabilizing timelines quicker.+  * **Resistance**: Personal protection against causal degradation (1-5
 +  * **Influence**Power to affect timeline events (1-5)
  
-#### **Delayed Consequences** +==== Personal History ==== 
-- At session's end, roll a die to determine delayed consequences of your actions+Define three critical events from your own past
-  - Roll 1-2: A positive outcome in future sessions. +  * These may appear as echoes across different timelines 
-  - Roll 3-4: Ambiguous future effects. +  * They shape your motivations and reactions
-  - Roll 5-6: Negative consequences (Entropy increase).+
  
-#### **Character Development: Fractured Identity** +==== Starting Resources ==== 
-- Each session, answer a reflective prompt regarding your Navigator's identity or memories. Questions become progressively introspective: +  * 6 Chronons (temporal currency) 
-  - Early: "What motivated your mission?" +  * Access to 3 initial timelines
-  - Mid: "What regrets do you carry from altered timelines?" +
-  - Late: "Who are you becoming as timelines collapse around you?"+
  
-- Every 5 sessions, summarize a "Fragment of Self," a critical revelation from your logs shaping your evolving identity.+===== IICORE GAMEPLAY SYSTEMS =====
  
-### Endgame: Entropic Collapse +==== ACausal Stability System ==== 
-- When three timelines collapse, your mission concludesWrite final entry reflecting your Navigator's legacy, successes, regrets, and profound personal revelation gained through their journey.+  * Each timeline has **Causal Stability Rating** starting at 10 
 +  * Each visit/intervention decreases Stability by 1 
 +  * Revisiting timeline doubles the Stability decrease per intervention 
 +  * Timeline collapses permanently at Stability 0
  
-### Branching Path Mechanic +==== B. Timeline Stability Table ==== 
-- Each event has "Branches"distinct paths explored by spending Chronons. You can revisit events to choose different branches, but at a higher Entropy cost. +At the beginning of each timeline visit, roll 1d6: 
-Track explored branches clearly, allowing meaningful revisit sessions and depth in narrative exploration.+| Roll | Result | Effect | 
 +|------|--------|--------| 
 +| 1-2  | Strengthening | +1 Stability (maximum 10) | 
 +| 3-4  | Neutral | No change to Stability | 
 +| 5-6  | Weakening | -1 Stability |
  
-### Example Entry Format +==== CChrononsTemporal Influence Currency ==== 
-``` +  * Each session grants 6 Chronons 
-Temporal Coordinate: [2053.12.01:2145:Alpha-Prime] +  * Spending Chronons allows
-Entropy Level: 2 +    * Re-roll any stability or mutation roll (1 Chronon) 
-Chronons Spent3 +    * Reinforce a timeline (+Stability, once per timeline, 2 Chronons) 
-Event: A scientist prepares to activate an experimental energy reactor. +    * Force a specific event resolution order (2 Chronons) 
-Navigator's Response: [Detailed narrative and introspection here] +    * Create a temporary branch point (3 Chronons)
-Delayed Consequence Roll: [1-6 result with brief note] +
-Identity Reflection: "How does observing power without restraint affect your understanding of yourself?" +
-```+
  
-This approach provides deep narrative immersion, meaningful temporal decision-making, and profound character development through journaling.+==== D. Session Structure ==== 
 +  1. **Timeline Selection**: Choose which timeline to visit 
 +  2. **Stability Assessment**: Roll on Timeline Stability Table 
 +  3. **Event Generation**: Draw from appropriate Event Deck based on current Stability 
 +  4. **Action Planning**: State your intended action 
 +  5. **Temporal Resolution**: Resolve actions across 6 temporal units with mutations 
 +  6. **Journal Reflection**: Document outcomes and personal insights 
 +  7**Timeline Decision**: Continue in current timeline or jump to another
  
 +==== E. Event Decks ====
 +Draw events from different decks based on current timeline Stability:
 +  * **Stability 8-10**: Subtle Divergence Deck (minor timeline variations)
 +  * **Stability 4-7**: Significant Anomaly Deck (major timeline disruptions)
 +  * **Stability 1-3**: Collapse Harbinger Deck (catastrophic timeline events)
  
 +===== III. TEMPORAL RESOLUTION SYSTEM =====
 +
 +==== A. Action Programming & Temporal Units ====
 +Each timeline event spans 6 temporal units divided into three phases:
 +  * **Units 1-2**: Initial action and immediate results
 +  * **Units 3-4**: Secondary impacts and complications
 +  * **Units 5-6**: Final resolution and stability adjustments
 +
 +==== B. Action Mutation System ====
 +After declaring your intended action, roll 1d6:
 +  * **1-2**: Action resolves as intended
 +  * **3-4**: Partial mutation (action works but with unexpected side effects)
 +  * **5-6**: Significant mutation (action drastically changes in context or purpose)
 +
 +==== C. Temporal Resolution Order ====
 +The critical mechanic: as Causal Stability decreases, the certainty of when your actions resolve decreases:
 +
 +  * **At Stability 8-10**: Events resolve in stated order
 +    * Your actions occur exactly when intended
 +    * Write outcomes in sequential order
 +
 +  * **At Stability 4-7**: Temporal uncertainty begins
 +    * Roll 1d6 for each temporal unit
 +    * On 4+, another event from the timeline resolves before yours
 +    * This may change the context of your action
 +    * Must adapt your narrative based on these shifts
 +
 +  * **At Stability 1-3**: Temporal fracturing
 +    * All unresolved events collapse into a singular chaotic moment
 +    * Roll 1d6 for each intended action:
 +      * 1-2: Completely fails
 +      * 3-4: Partially succeeds with major complications
 +      * 5-6: Succeeds but with unintended consequences
 +    * At Stability 0, timeline ruptures after resolution, becoming inaccessible
 +
 +==== D. Resolution Sequence Example ====
 +  1. State your intended action: "I attempt to delay the reactor activation"
 +  2. Roll for mutation (affects how your action manifests)
 +  3. Begin resolving across temporal units:
 +     * At high Stability: Events unfold as described
 +     * At medium Stability: Other events may resolve first, changing the context
 +     * At low Stability: Chaos ensues with unpredictable resolution
 +
 +===== IV. JOURNAL ENTRY FRAMEWORK =====
 +
 +<code>
 +TEMPORAL LOG: [Session #]
 +TIMELINE: [Designation]
 +TEMPORAL COORDINATES: [Date/Time/Branch]
 +INITIAL STABILITY: [0-10]
 +CHRONONS AVAILABLE: [Number]
 +STABILITY ROLL: [Roll Result + Effect]
 +
 +EVENT: [Drawn from appropriate Stability deck]
 +
 +INTENDED ACTION: [Your initial plan]
 +MUTATION ROLL: [Result + Effect]
 +
 +TEMPORAL UNITS 1-2:
 +[Describe initial resolution]
 +Resolution Order Check: [If Stability <8, roll result]
 +Actual Outcome: [What actually happened after potential reordering]
 +
 +TEMPORAL UNITS 3-4:
 +[Describe secondary impacts]
 +Resolution Order Check: [If Stability <8, roll result]
 +Actual Outcome: [What actually happened after potential reordering]
 +Stability Check: [Roll 1d6: 1-2 strengthen, 3-4 neutral, 5-6 weaken]
 +
 +TEMPORAL UNITS 5-6:
 +[Describe final resolution]
 +Resolution Order Check: [If Stability <8, roll result]
 +Actual Outcome: [What actually happened after potential reordering]
 +
 +FINAL STABILITY: [New level]
 +IDENTITY REFLECTION: [How this experience changed your Navigator]
 +TIMELINE DECISION: [Stay, branch, or jump to another timeline]
 +</code>
 +
 +===== V. TIMELINE CREATION SYSTEM =====
 +
 +==== A. Timeline Seed Generation ====
 +Timeline Seeds provide the foundational elements for generating unique timelines. Each timeline is defined by its Divergence Point (when it branched from the "prime" timeline), Core Theme, Technological Level, Societal Structure, and Key Crisis.
 +
 +==== B. Using the Seed Tables ====
 +Roll on each table in sequence to generate a coherent timeline with interconnected elements. For a truly random timeline, roll on all tables. For a curated experience, choose specific elements and roll for the rest.
 +
 +==== C. Divergence Point ====
 +Roll 1d20:
 +| d20 | Historical Era | Example Divergence |
 +|-----|----------------|-------------------|
 +| 1-2 | Ancient World (3000 BCE - 500 CE) | The Library of Alexandria was preserved |
 +| 3-4 | Classical Era (500 - 1400 CE) | Islamic Golden Age expanded across Europe |
 +| 5-6 | Renaissance (1400 - 1700 CE) | Leonardo da Vinci's inventions were mass-produced |
 +| 7-8 | Industrial Revolution (1700 - 1900) | Steam power was eclipsed by alternative energy |
 +| 9-10 | World Wars Era (1900 - 1950) | A third major power emerged between the Allied/Axis divide |
 +| 11-12 | Cold War (1950 - 1990) | Space race led to permanent lunar colonies |
 +| 13-14 | Information Age (1990 - 2020) | Quantum computing developed decades earlier |
 +| 15-16 | Near Future (2020 - 2050) | Climate engineering reversed warming trends |
 +| 17-18 | Mid Future (2050 - 2150) | First contact with alien intelligence |
 +| 19-20 | Far Future (2150+) | Human consciousness became transferable |
 +
 +==== D. Core Theme ====
 +Roll 1d12:
 +| d12 | Theme | Description |
 +|-----|-------|------------|
 +| 1 | Ecological Integration | Humanity evolved in harmony with natural systems |
 +| 2 | Technological Dominance | Machine systems form the backbone of civilization |
 +| 3 | Spiritual Renaissance | Metaphysical awareness shapes society and technology |
 +| 4 | Collective Consciousness | Humanity developed shared mental connectivity |
 +| 5 | Genetic Divergence | Human subspecies evolved for different environments |
 +| 6 | Isolationist Development | Separated communities evolved disparate solutions |
 +| 7 | Extra-dimensional Influence | Reality is shaped by forces from beyond normal space |
 +| 8 | Post-Scarcity Economics | Material needs are trivially satisfied for all |
 +| 9 | Resource Wars | Dwindling resources drive conflict and innovation |
 +| 10 | Posthuman Transition | Humanity is evolving beyond traditional definitions |
 +| 11 | Dystopian Control | Authoritarian systems dominate human experience |
 +| 12 | Cultural Splinteration | Human cultures divided into thousands of micro-societies |
 +
 +==== E. Technological Level ====
 +Roll 1d10:
 +| d10 | Tech Level | Key Technologies |
 +|-----|-----------|-----------------|
 +| 1 | Primitive | Pre-industrial; mechanical tools; agrarian focus |
 +| 2 | Industrial | Steam power; early electricity; mass production |
 +| 3 | Modern | Digital systems; global communications; space travel |
 +| 4 | Advanced | AI assistance; genetic engineering; fusion power |
 +| 5 | Transhuman | Neural interfaces; consciousness uploading; nanotech |
 +| 6 | Post-Physical | Energy-matter conversion; consciousness as primary medium |
 +| 7 | Hyperspatial | FTL travel; dimensional manipulation; exotic matter |
 +| 8 | Uneven Development | Islands of advanced tech amid lower tech levels |
 +| 9 | Retrograde | Deliberately reverted to earlier technological paradigms |
 +| 10 | Divergent Path | Technology developed along entirely different principles |
 +
 +==== F. Societal Structure ====
 +Roll 1d10:
 +| d10 | Structure | Characteristics |
 +|-----|-----------|----------------|
 +| 1 | Global Unification | Single world government; standardized systems |
 +| 2 | Nation-States | Traditional countries with borders and sovereignty |
 +| 3 | Corporate Dominance | Mega-corporations as primary power structures |
 +| 4 | Tribal Networks | Small, interconnected communities with unique identities |
 +| 5 | Technocracy | Rule by technical experts and AI systems |
 +| 6 | Anarchistic | Self-organizing communities without formal governance |
 +| 7 | Hive Structure | Collective decision-making with specialized roles |
 +| 8 | Aristocratic | Small elite class governs larger population |
 +| 9 | Direct Democracy | All citizens participate in decision-making |
 +| 10 | Fragmented Sovereignty | Power divided among numerous competing entities |
 +
 +==== G. Key Crisis ====
 +Roll 1d12:
 +| d12 | Crisis Type | Specific Crisis |
 +|-----|------------|----------------|
 +| 1 | Environmental | Ecosystem collapse; extreme weather; resource depletion |
 +| 2 | Technological | AI rebellion; runaway nanotech; weaponized information |
 +| 3 | Biological | Pandemic; genetic manipulation gone wrong; new human variants |
 +| 4 | Social | Class warfare; cultural breakdown; identity conflicts |
 +| 5 | Existential | Reality degradation; simulation collapse; entropic acceleration |
 +| 6 | Cosmic | Stellar event; alien encounter; astronomical anomaly |
 +| 7 | Political | Government collapse; ideological extremism; sovereignty disputes |
 +| 8 | Economic | System collapse; resource scarcity; wealth concentration |
 +| 9 | Dimensional | Manifold rifts; reality bleeding; causal fractures |
 +| 10 | Psychological | Mass delusion; consciousness alteration; perception shifts |
 +| 11 | Temporal | Time dilation; causal loops; timeline interference |
 +| 12 | Multiple Cascading | Several crises occurring simultaneously and interconnected |
 +
 +==== H. Key Figures ====
 +Roll 1d10:
 +| d10 | Figure Type | Description |
 +|-----|------------|-------------|
 +| 1 | Visionary Leader | Charismatic individual guiding response to crisis |
 +| 2 | Scientific Pioneer | Researcher whose discoveries changed timeline trajectory |
 +| 3 | Technological Architect | Creator of systems that define this reality |
 +| 4 | Spiritual/Philosophical Guide | Thought leader who shaped cultural response |
 +| 5 | Revolutionary | Individual challenging existing power structures |
 +| 6 | Hidden Manipulator | Person secretly influencing major events |
 +| 7 | Temporal Anomaly | Being whose existence defies normal causal laws |
 +| 8 | Organizational Entity | Group or institution driving timeline events |
 +| 9 | Artificial Intelligence | Non-human intelligence shaping events |
 +| 10 | Your Counterpart | Alternative version of yourself in this timeline |
 +
 +==== I. Timeline Stability Modifiers ====
 +Roll 1d6:
 +| d6 | Special Condition | Stability Effect |
 +|-----|-----------------|-----------------|
 +| 1 | Quantum Resonance | This timeline naturally gains +1 Stability each session |
 +| 2 | Causal Fracturing | This timeline loses -1 additional Stability each visit |
 +| 3 | Temporal Nexus | Branch points are more common (cost 2 Chronons instead of 3) |
 +| 4 | Reality Anchor | Timeline cannot collapse below Stability 1 |
 +| 5 | Divergence Cascade | Create 1d3 related branch timelines when discovered |
 +| 6 | Entropic Sink | Actions here don't affect Stability of other timelines |
 +
 +==== J. The Seed Matrix ====
 +Once you've generated the core elements of a timeline, combine them into a seed matrix:
 +
 +<code>
 +TIMELINE DESIGNATION: [Alpha/Beta/Gamma]-[Number]
 +DIVERGENCE POINT: [Result from table]
 +CORE THEME: [Result from table]
 +TECH LEVEL: [Result from table]
 +SOCIETAL STRUCTURE: [Result from table]
 +KEY CRISIS: [Result from table]
 +KEY FIGURE: [Result from table]
 +SPECIAL CONDITION: [Result from modifiers table]
 +INITIAL STABILITY: [Roll 2d4+2 = 4-10]
 +</code>
 +
 +===== VI. TIMELINE MANAGEMENT =====
 +
 +==== A. Timeline Navigation ====
 +  * Maintain a Timeline Network Map showing relationships between branches
 +  * Each timeline has key properties:
 +    * Current Stability level
 +    * Notable events/figures
 +    * Potential branch points
 +    * Personal connections
 +
 +==== B. Timeline Selection Strategy ====
 +  * High Stability timelines: More predictable, good for crucial interventions
 +  * Medium Stability timelines: Challenging but manageable
 +  * Low Stability timelines: Chaotic but may contain critical information
 +
 +==== C. Branch Points ====
 +  * Special events that allow creation of new timeline branches
 +  * Identified through play or by spending Chronons
 +  * Branching transfers half the current timeline's instability to the new branch
 +
 +==== D. Timeline Connections ====
 +When you discover a new timeline, roll 1d6:
 +
 +| Roll | Connection Type |
 +|------|----------------|
 +| 1-2 | No direct connection to existing timelines |
 +| 3-4 | Shares major elements with one existing timeline (roll 1d6 on Shared Element table) |
 +| 5 | Directly branched from an existing timeline you've visited |
 +| 6 | Mirror variant of existing timeline (opposite Core Theme) |
 +
 +==== E. Shared Element Table ====
 +When timelines share elements, roll 1d6:
 +
 +| Roll | Shared Element |
 +|------|---------------|
 +| 1 | Key historical events occurred identically |
 +| 2 | Same Key Figure exists in both timelines |
 +| 3 | Technologies developed along parallel paths |
 +| 4 | Cultural/societal structures mirror each other |
 +| 5 | Crisis has identical root causes |
 +| 6 | Your personal history is similar in both timelines |
 +
 +==== F. Timeline Echoes ====
 +After significant actions in one timeline, roll 1d6. On a 5-6, an echo appears in 1d3 related timelines. Roll 1d6:
 +
 +| Roll | Echo Effect |
 +|------|------------|
 +| 1 | An object you interacted with appears in the related timeline |
 +| 2 | A person remembers meeting you, though you haven't met in this branch |
 +| 3 | An event you caused/prevented happens/doesn't happen here too |
 +| 4 | Information you discovered is common knowledge here |
 +| 5 | A technology you interacted with exists in altered form |
 +| 6 | Your counterpart in this timeline made similar choices |
 +
 +===== VII. ADVANCED MECHANICS =====
 +
 +==== A. Temporal Echoes ====
 +  * Your actions create "echoes" that appear across related timelines
 +  * After significant events, roll to determine if an echo appears
 +  * Echoes can be helpful or harmful depending on context
 +
 +==== B. Fractured Identity ====
 +  * After each timeline collapse, create a "Fragment of Self"
 +  * These fragments represent how your identity evolves through trauma
 +  * Collect 5 fragments to unlock your true nature and purpose
 +
 +==== C. Temporal Loops ====
 +  * Rare events may cause you to experience the same events repeatedly
 +  * Each loop decreases stability but provides more information
 +  * Breaking a loop requires identifying and changing a critical action
 +
 +===== VIII. CAMPAIGN STRUCTURE =====
 +
 +==== A. Victory Paths ====
 +  1. **Prevention**: Stop The Causal Collapse across a critical mass of timelines
 +  2. **Transcendence**: Gather enough identity fragments to evolve beyond timeline constraints
 +  3. **Stabilization**: Create a new stable "anchor timeline" that can withstand causal degradation
 +
 +==== B. Game End Triggers ====
 +  * Three timeline collapses: Write final reflection on your Navigator's legacy
 +  * Average Stability below 3 across all timelines: The multiverse begins final collapse
 +  * Collection of all 5 identity fragments: Reveal your true purpose
 +
 +==== C. Campaign Arc ====
 +
 +=== Phase 1: Orientation ===
 +  * Sessions 1-3: Learn basic timeline navigation
 +  * Discover initial clues about The Causal Collapse
 +  * Establish your Navigator's initial motivations
 +
 +=== Phase 2: Exploration ===
 +  * Sessions 4-8: Map multiple timeline branches
 +  * Encounter recurring figures across realities
 +  * Begin collecting identity fragments
 +
 +=== Phase 3: Crisis ===
 +  * Sessions 9-12: Timelines begin collapsing at accelerated rate
 +  * Discover the true nature of The Causal Collapse
 +  * Face ethical dilemmas about timeline preservation
 +
 +=== Phase 4: Resolution ===
 +  * Sessions 13-15: Make final interventions across critical timelines
 +  * Assemble complete identity
 +  * Determine ultimate fate of the multiverse
 +
 +===== IX. EXAMPLE TIMELINE SEEDS =====
 +
 +==== Alpha-427: The Quantum Council ====
 +**Divergence Point**: Cold War (Space race led to permanent lunar colonies)  
 +**Core Theme**: Collective Consciousness  
 +**Tech Level**: Transhuman  
 +**Societal Structure**: Technocracy  
 +**Key Crisis**: Temporal (Increasing time dilation events)  
 +**Key Figure**: Your Counterpart (Leading quantum physicist)  
 +**Special Condition**: Quantum Resonance  
 +**Initial Stability**: 8
 +
 +==== Beta-193: Terran Remnant ====
 +**Divergence Point**: Near Future (Climate engineering catastrophically failed)  
 +**Core Theme**: Ecological Integration  
 +**Tech Level**: Uneven Development  
 +**Societal Structure**: Tribal Networks  
 +**Key Crisis**: Environmental (90% of Earth's surface uninhabitable)  
 +**Key Figure**: Visionary Leader (Survivor guiding adaptation)  
 +**Special Condition**: Reality Anchor  
 +**Initial Stability**: 6
 +
 +==== Gamma-056: Neural Imperium ====
 +**Divergence Point**: Information Age (Brain-computer interfaces became mandatory)  
 +**Core Theme**: Technological Dominance  
 +**Tech Level**: Advanced  
 +**Societal Structure**: Corporate Dominance  
 +**Key Crisis**: Psychological (Mass consciousness alteration)  
 +**Key Figure**: Technological Architect (Creator of the neural network)  
 +**Special Condition**: Causal Fracturing  
 +**Initial Stability**: 7
 +
 +===== X. SAMPLE PLAY SEQUENCE =====
 +
 +==== A. Starting a Session ====
 +  1. Choose a timeline to visit (or start with initial timeline)
 +  2. Roll for stability and adjust accordingly
 +  3. Draw event from appropriate stability deck
 +  4. Record initial details in journal
 +
 +==== B. Resolution Example ====
 +**Initial Setup**:
 +  * Timeline: Beta-7
 +  * Current Stability: 6
 +  * Event: "Scientist activates experimental reactor with unexpected results"
 +
 +**Action Declaration**: "I will intervene to delay the activation"
 +
 +**Mutation Roll**: 5 (Significant mutation)
 +  * Your action shifts dramatically: Instead of delaying, you accidentally accelerate the process
 +
 +**Temporal Units 1-2**:
 +  * Resolution Order Check: Roll 5 (Another event happens first)
 +  * A security guard notices your tampering before you complete your action
 +  * You must adapt your approach given this new information
 +
 +**Temporal Units 3-4**:
 +  * Resolution Order Check: Roll 2 (Your action resolves as expected)
 +  * Your accelerated activation occurs, but security is now present
 +  * Stability Check: Roll 5 (Weaken) - Stability decreases to 5
 +
 +**Temporal Units 5-6**:
 +  * Resolution Order Check: Roll 6 (Another event happens first)
 +  * The reactor begins overloading before you can respond
 +  * Your final actions must address this new crisis
 +
 +**Outcome**: The timeline remains intact but becomes less stable (Stability 5). Your Navigator gains insight into reactor technology but must decide whether to remain in this increasingly chaotic timeline or jump to another.
 +
 +==== C. For Starting a New Game ====
 +1. Generate 3 timeline seeds using the tables
 +2. Choose one as your starting point
 +3. Begin your first journal entry describing initial exploration
 +4. Set Initial Stability for each timeline between 4-10 (2d4+2)
 +
 +==== D. For Ongoing Campaigns ====
 +1. When creating a branch point, generate relevant new elements
 +2. Keep elements that should logically remain from the parent timeline
 +3. Roll on the Connection Table to establish relationships to other known timelines
 +4. New timelines inherit half the instability of their parent timeline
 +
 +==== E. For Endgame Development ====
 +As you approach the finale of your campaign:
 +1. Generate "Nexus Timelines" that connect multiple branches
 +2. Create a "Prime Timeline" that serves as the origin point for all branches
 +3. Establish "Collapse Cascades" where failing stability in one timeline threatens connected timelines
 +
 +-----
 +
 +This system creates a rich solo journaling experience where temporal uncertainty, action mutations, and decreasing causal stability generate emergent narratives with meaningful player choices and character development.