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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. | + | |
- | # **QUANTUM ENTROPY: A Solo Timeline Explorer RPG** | + | ===== GAME OVERVIEW ===== |
- | ## CORE CONCEPT | + | ==== Core Concept ==== |
You are a Temporal Navigator aboard the vessel " | You are a Temporal Navigator aboard the vessel " | ||
- | ## CHARACTER CREATION | + | ==== Game Materials ==== |
- | 1. **Choose a Temporal Specialization**: | + | * Journal or digital document for recording entries |
- | - **Historian**: | + | |
- | | + | |
- | - **Diplomat**: | + | * One twelve-sided die (d12) and one twenty-sided die (d20) for timeline generation |
- | - **Scientist**: | + | * Timeline tracking sheet or map |
+ | * Writing implements | ||
- | 2. **Temporal Tether Configuration**: Distribute 10 points across: | + | ==== Key Mechanics Summary ==== |
- | - **Precision**: Ability to target specific | + | 1. **Timeline Navigation**: Explore multiple timelines, each with unique properties |
- | - **Resistance**: Personal protection against entropy effects (1-5) | + | |
- | - **Influence**: Power to affect timeline events (1-5) | + | |
+ | | ||
- | 3. **Personal History**: Define three critical events from your own past | + | ===== I. CHARACTER CREATION ===== |
- | - These may appear as echoes across different timelines | + | |
- | - They shape your motivations and reactions | + | |
- | 4. **Starting Resources**: | + | ==== Temporal Specialization ==== |
- | - 6 Chronons | + | Choose one: |
- | - Access to 3 initial timelines | + | |
+ | * **Engineer**: | ||
+ | * **Diplomat**: | ||
+ | * **Scientist**: | ||
- | ## TIMELINE MECHANICS | + | ==== Temporal Tether Configuration ==== |
+ | Distribute 10 points across: | ||
+ | * **Precision**: | ||
+ | * **Resistance**: | ||
+ | * **Influence**: | ||
- | ### Entropy System | + | ==== Personal History ==== |
- | - Each timeline has an **Entropy Rating** starting at 0 | + | Define three critical events from your own past: |
- | - Each visit/ | + | |
- | - Revisiting a timeline doubles the Entropy increase per intervention | + | |
- | - Timeline collapses permanently at Entropy 5 | + | |
- | ### Timeline Stability Table | + | ==== Starting Resources ==== |
+ | * 6 Chronons (temporal currency) | ||
+ | * Access to 3 initial timelines | ||
+ | |||
+ | ===== II. CORE GAMEPLAY SYSTEMS ===== | ||
+ | |||
+ | ==== A. Causal Stability System ==== | ||
+ | * Each timeline has a **Causal Stability Rating** starting at 10 | ||
+ | * Each visit/ | ||
+ | * Revisiting a timeline doubles the Stability decrease per intervention | ||
+ | * Timeline collapses permanently at Stability 0 | ||
+ | |||
+ | ==== B. Timeline Stability Table ==== | ||
At the beginning of each timeline visit, roll 1d6: | At the beginning of each timeline visit, roll 1d6: | ||
| Roll | Result | Effect | | | Roll | Result | Effect | | ||
|------|--------|--------| | |------|--------|--------| | ||
- | | 1-2 | Stable | + | | 1-2 | Strengthening |
- | | 3-4 | Neutral | No change to Entropy | + | | 3-4 | Neutral | No change to Stability |
- | | 5-6 | Unstable | + | | 5-6 | Weakening |
- | + | ||
- | ### Chronons: Temporal Influence Currency | + | |
- | - Each session grants 6 Chronons | + | |
- | - Spending Chronons allows: | + | |
- | - Re-roll any entropy or mutation roll (1 Chronon) | + | |
- | - Stabilize a timeline (-1 Entropy, once per timeline, 2 Chronons) | + | |
- | - Force a specific event resolution order (2 Chronons) | + | |
- | - Create a temporary branch point (3 Chronons) | + | |
- | ## GAMEPLAY LOOP | + | ==== C. Chronons: Temporal Influence Currency ==== |
+ | * Each session grants 6 Chronons | ||
+ | * Spending Chronons allows: | ||
+ | * Re-roll any stability or mutation roll (1 Chronon) | ||
+ | * Reinforce a timeline (+1 Stability, once per timeline, 2 Chronons) | ||
+ | * Force a specific event resolution order (2 Chronons) | ||
+ | * Create a temporary branch point (3 Chronons) | ||
- | ### Session Structure | + | ==== D. Session Structure |
- | 1. **Timeline Selection**: | + | 1. **Timeline Selection**: |
- | 2. **Stability Assessment**: | + | 2. **Stability Assessment**: |
- | 3. **Event Generation**: | + | 3. **Event Generation**: |
- | 4. **Action Planning**: State your intended action | + | 4. **Action Planning**: State your intended action |
- | 5. **Temporal Resolution**: | + | 5. **Temporal Resolution**: |
- | 6. **Journal Reflection**: | + | 6. **Journal Reflection**: |
- | 7. **Timeline Decision**: Continue in current timeline or jump to another | + | 7. **Timeline Decision**: Continue in current timeline or jump to another |
- | ### Event Decks | + | ==== E. Event Decks ==== |
- | Draw events from different decks based on current timeline | + | Draw events from different decks based on current timeline |
- | - **Entropy 0-1**: Subtle Divergence Deck (minor timeline variations) | + | * **Stability 8-10**: Subtle Divergence Deck (minor timeline variations) |
- | - **Entropy 2-3**: Significant Anomaly Deck (major timeline disruptions) | + | * **Stability 4-7**: Significant Anomaly Deck (major timeline disruptions) |
- | - **Entropy 4**: Collapse Harbinger Deck (catastrophic timeline events) | + | * **Stability 1-3**: Collapse Harbinger Deck (catastrophic timeline events) |
- | ## CORE TEMPORAL RESOLUTION SYSTEM | + | ===== III. TEMPORAL RESOLUTION SYSTEM |
- | ### Action Programming & Temporal Units | + | ==== A. Action Programming & Temporal Units ==== |
Each timeline event spans 6 temporal units divided into three phases: | Each timeline event spans 6 temporal units divided into three phases: | ||
- | - **Units 1-2**: Initial action and immediate results | + | * **Units 1-2**: Initial action and immediate results |
- | - **Units 3-4**: Secondary impacts and complications | + | |
- | - **Units 5-6**: Final resolution and entropy | + | |
- | ### Action Mutation System | + | ==== B. Action Mutation System |
After declaring your intended action, roll 1d6: | After declaring your intended action, roll 1d6: | ||
- | - **1-2**: Action resolves as intended | + | * **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) | + | |
- | ### Temporal Resolution Order | + | ==== C. Temporal Resolution Order ==== |
- | The critical mechanic: as Entropy increases, the certainty of when your actions resolve decreases: | + | The critical mechanic: as Causal Stability decreases, the certainty of when your actions resolve decreases: |
- | - **At Entropy 0-2**: Events resolve in stated order | + | * **At Stability 8-10**: Events resolve in stated order |
- | | + | |
- | | + | |
- | - **At Entropy 3-4**: Temporal uncertainty begins | + | * **At Stability |
- | | + | |
- | | + | |
- | | + | |
- | | + | |
- | - **At Entropy 5**: Temporal | + | * **At Stability 1-3**: Temporal |
- | | + | |
- | | + | |
- | | + | |
- | | + | |
- | | + | |
- | - Timeline | + | * At Stability 0, timeline |
- | ### Resolution Sequence Example | + | ==== D. Resolution Sequence Example |
- | 1. State your intended action: "I attempt to delay the reactor activation" | + | 1. State your intended action: "I attempt to delay the reactor activation" |
- | 2. Roll for mutation (affects how your action manifests) | + | 2. Roll for mutation (affects how your action manifests) |
- | 3. Begin resolving across temporal units: | + | 3. Begin resolving across temporal units: |
- | - At low Entropy: Events unfold as described | + | * At high Stability: Events unfold as described |
- | - At medium | + | * At medium |
- | - At high Entropy: Chaos ensues with unpredictable resolution | + | * At low Stability: Chaos ensues with unpredictable resolution |
- | ### Impact of Mutation + Temporal Uncertainty | + | ===== IV. JOURNAL ENTRY FRAMEWORK ===== |
- | The combination creates a dynamic storytelling system: | + | |
- | 1. Your initial action may mutate | + | |
- | 2. The order of resolution may shift unexpectedly | + | |
- | 3. These two factors combine to create emergent narrative challenges | + | |
- | ## JOURNAL ENTRY FRAMEWORK | + | < |
- | + | ||
- | ``` | + | |
TEMPORAL LOG: [Session #] | TEMPORAL LOG: [Session #] | ||
TIMELINE: [Designation] | TIMELINE: [Designation] | ||
TEMPORAL COORDINATES: | TEMPORAL COORDINATES: | ||
- | INITIAL | + | INITIAL |
CHRONONS AVAILABLE: [Number] | CHRONONS AVAILABLE: [Number] | ||
STABILITY ROLL: [Roll Result + Effect] | STABILITY ROLL: [Roll Result + Effect] | ||
- | EVENT: [Drawn from appropriate | + | EVENT: [Drawn from appropriate |
INTENDED ACTION: [Your initial plan] | INTENDED ACTION: [Your initial plan] | ||
Line 134: | Line 143: | ||
TEMPORAL UNITS 1-2: | TEMPORAL UNITS 1-2: | ||
[Describe initial resolution] | [Describe initial resolution] | ||
- | Resolution Order Check: [If Entropy 3+, roll result] | + | Resolution Order Check: [If Stability <8, roll result] |
Actual Outcome: [What actually happened after potential reordering] | Actual Outcome: [What actually happened after potential reordering] | ||
TEMPORAL UNITS 3-4: | TEMPORAL UNITS 3-4: | ||
[Describe secondary impacts] | [Describe secondary impacts] | ||
- | Resolution Order Check: [If Entropy 3+, roll result] | + | Resolution Order Check: [If Stability <8, roll result] |
Actual Outcome: [What actually happened after potential reordering] | Actual Outcome: [What actually happened after potential reordering] | ||
- | Entropy | + | Stability |
TEMPORAL UNITS 5-6: | TEMPORAL UNITS 5-6: | ||
[Describe final resolution] | [Describe final resolution] | ||
- | Resolution Order Check: [If Entropy 3+, roll result] | + | Resolution Order Check: [If Stability <8, roll result] |
Actual Outcome: [What actually happened after potential reordering] | Actual Outcome: [What actually happened after potential reordering] | ||
- | FINAL ENTROPY: [New level] | + | FINAL STABILITY: [New level] |
IDENTITY REFLECTION: [How this experience changed your Navigator] | IDENTITY REFLECTION: [How this experience changed your Navigator] | ||
TIMELINE DECISION: [Stay, branch, or jump to another timeline] | TIMELINE DECISION: [Stay, branch, or jump to another timeline] | ||
- | ``` | + | </ |
- | ## TIMELINE | + | ===== V. TIMELINE |
- | ### Timeline | + | ==== A. Timeline |
- | - Maintain a Timeline | + | Timeline |
- | - Each timeline | + | |
- | - Current Entropy level | + | |
- | - Notable events/ | + | |
- | - Potential branch points | + | |
- | - Personal connections | + | |
- | ### Timeline Selection Strategy | + | ==== B. Using the Seed Tables ==== |
- | - Low Entropy timelines: More predictable, good for crucial interventions | + | 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. |
- | - Medium Entropy timelines: Challenging but manageable | + | |
- | - High Entropy timelines: Chaotic but may contain critical information | + | |
- | ### Branch Points | + | ==== C. Divergence Point ==== |
- | - Special events that allow creation | + | Roll 1d20: |
- | - Identified through play or by spending Chronons | + | | d20 | Historical Era | Example Divergence | |
- | - Branching reduces immediate entropy but creates new timeline | + | |-----|----------------|-------------------| |
+ | | 1-2 | Ancient World (3000 BCE - 500 CE) | The Library | ||
+ | | 3-4 | Classical Era (500 - 1400 CE) | Islamic Golden Age expanded across Europe | | ||
+ | | 5-6 | Renaissance (1400 - 1700 CE) | Leonardo da Vinci' | ||
+ | | 7-8 | Industrial Revolution (1700 - 1900) | Steam power was eclipsed | ||
+ | | 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 | | ||
- | ## ADVANCED MECHANICS | + | ==== 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 | | ||
- | ### Temporal Echoes | + | ==== E. Technological Level ==== |
- | - Your actions create " | + | Roll 1d10: |
- | - After significant events, roll to determine if an echo appears | + | | d10 | Tech Level | Key Technologies | |
- | - Echoes can be helpful or harmful depending on context | + | |-----|-----------|-----------------| |
+ | | 1 | Primitive | Pre-industrial; mechanical tools; agrarian focus | | ||
+ | | 2 | Industrial | Steam power; early electricity; | ||
+ | | 3 | Modern | Digital systems; global communications; | ||
+ | | 4 | Advanced | AI assistance; genetic engineering; | ||
+ | | 5 | Transhuman | Neural interfaces; consciousness uploading; nanotech | | ||
+ | | 6 | Post-Physical | Energy-matter conversion; consciousness as primary medium | | ||
+ | | 7 | Hyperspatial | FTL travel; dimensional manipulation; | ||
+ | | 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 | | ||
- | ### Fractured Identity | + | ==== F. Societal Structure ==== |
- | - After each timeline collapse, create a " | + | Roll 1d10: |
- | - These fragments represent how your identity evolves through trauma | + | | d10 | Structure | Characteristics | |
- | - Collect | + | |-----|-----------|----------------| |
+ | | 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 | ||
+ | | 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 | | ||
- | ### Temporal Loops | + | ==== G. Key Crisis ==== |
- | - Rare events may cause you to experience the same events repeatedly | + | Roll 1d12: |
- | - Each loop increases entropy but provides more information | + | | d12 | Crisis Type | Specific Crisis | |
- | - Breaking a loop requires identifying | + | |-----|------------|----------------| |
+ | | 1 | Environmental | Ecosystem collapse; extreme weather; resource depletion | | ||
+ | | 2 | Technological | AI rebellion; runaway nanotech; weaponized | ||
+ | | 3 | Biological | Pandemic; genetic manipulation gone wrong; new human variants | | ||
+ | | 4 | Social | Class warfare; cultural breakdown; identity conflicts | | ||
+ | | 5 | Existential | Reality degradation; | ||
+ | | 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 | ||
- | ## ENDGAME CONDITIONS | + | ==== 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/ | ||
+ | | 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 | | ||
- | ### Victory Paths | + | ==== I. Timeline Stability Modifiers ==== |
- | 1. **Prevention**: Stop The Entropic Collapse across a critical mass of timelines | + | Roll 1d6: |
- | 2. **Transcendence**: | + | | d6 | Special Condition | Stability Effect | |
- | 3. **Stabilization**: | + | |-----|-----------------|-----------------| |
+ | | 1 | Quantum Resonance | This timeline naturally gains +1 Stability each session | | ||
+ | | 2 | Causal Fracturing | This timeline | ||
+ | | 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 | ||
+ | | 6 | Entropic Sink | Actions here don't affect Stability of other timelines | | ||
- | ### Game End Triggers | + | ==== J. The Seed Matrix ==== |
- | - Three timeline collapses: Write final reflection on your Navigator's legacy | + | Once you've generated the core elements |
- | - Entropy level 10 across all timelines: The multiverse begins final collapse | + | |
- | - Collection | + | |
- | ## SAMPLE PLAY SEQUENCE | + | < |
+ | TIMELINE DESIGNATION: | ||
+ | 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] | ||
+ | </ | ||
- | ### Starting a Session | + | ===== VI. TIMELINE MANAGEMENT ===== |
- | 1. Choose a timeline to visit (or start with initial timeline) | + | |
- | 2. Roll for stability and adjust entropy accordingly | + | |
- | 3. Draw event from appropriate entropy deck | + | |
- | 4. Record initial details in journal | + | |
- | ### Resolution Example | + | ==== A. Timeline Navigation ==== |
+ | * Maintain a Timeline Network Map showing relationships between branches | ||
+ | * Each timeline has key properties: | ||
+ | * Current Stability level | ||
+ | * Notable events/ | ||
+ | * Potential branch points | ||
+ | * Personal connections | ||
+ | |||
+ | ==== B. Timeline Selection Strategy ==== | ||
+ | * High Stability timelines: More predictable, | ||
+ | * 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' | ||
+ | |||
+ | ==== 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/ | ||
+ | | 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' | ||
+ | | 3 | An event you caused/ | ||
+ | | 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 " | ||
+ | * 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 " | ||
+ | * 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**: | ||
+ | 2. **Transcendence**: | ||
+ | 3. **Stabilization**: | ||
+ | |||
+ | ==== B. Game End Triggers ==== | ||
+ | * Three timeline collapses: Write final reflection on your Navigator' | ||
+ | * 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' | ||
+ | |||
+ | === 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**: | ||
+ | **Key Crisis**: Temporal (Increasing time dilation events) | ||
+ | **Key Figure**: Your Counterpart (Leading quantum physicist) | ||
+ | **Special Condition**: | ||
+ | **Initial Stability**: | ||
+ | |||
+ | ==== Beta-193: Terran Remnant ==== | ||
+ | **Divergence Point**: Near Future (Climate engineering catastrophically failed) | ||
+ | **Core Theme**: Ecological Integration | ||
+ | **Tech Level**: Uneven Development | ||
+ | **Societal Structure**: | ||
+ | **Key Crisis**: Environmental (90% of Earth' | ||
+ | **Key Figure**: Visionary Leader (Survivor guiding adaptation) | ||
+ | **Special Condition**: | ||
+ | **Initial Stability**: | ||
+ | |||
+ | ==== Gamma-056: Neural Imperium ==== | ||
+ | **Divergence Point**: Information Age (Brain-computer interfaces became mandatory) | ||
+ | **Core Theme**: Technological Dominance | ||
+ | **Tech Level**: Advanced | ||
+ | **Societal Structure**: | ||
+ | **Key Crisis**: Psychological (Mass consciousness alteration) | ||
+ | **Key Figure**: Technological Architect (Creator of the neural network) | ||
+ | **Special Condition**: | ||
+ | **Initial Stability**: | ||
+ | |||
+ | ===== 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**: | **Initial Setup**: | ||
- | - Timeline: Beta-7 | + | * Timeline: Beta-7 |
- | - Current | + | |
- | - Event: " | + | |
**Action Declaration**: | **Action Declaration**: | ||
**Mutation Roll**: 5 (Significant mutation) | **Mutation Roll**: 5 (Significant mutation) | ||
- | - Your action shifts dramatically: | + | * Your action shifts dramatically: |
**Temporal Units 1-2**: | **Temporal Units 1-2**: | ||
- | - Resolution Order Check: Roll 5 (Another event happens first) | + | * 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**: | **Temporal Units 3-4**: | ||
- | - Resolution Order Check: Roll 2 (Your action resolves as expected) | + | * Resolution Order Check: Roll 2 (Your action resolves as expected) |
- | - Your accelerated activation occurs, but security is now present | + | |
- | - Entropy | + | * Stability |
**Temporal Units 5-6**: | **Temporal Units 5-6**: | ||
- | - Resolution Order Check: Roll 6 (Another event happens first) | + | * 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**: | + | |
- | + | ||
- | ## SOLO CAMPAIGN ARC | + | |
- | ### Phase 1: Orientation | + | **Outcome**: The timeline remains intact but becomes less stable (Stability 5). Your Navigator |
- | - Sessions 1-3: Learn basic timeline navigation | + | |
- | - Discover initial clues about The Entropic Collapse | + | |
- | - Establish your Navigator's initial motivations | + | |
- | ### Phase 2: Exploration | + | ==== C. For Starting a New Game ==== |
- | - Sessions 4-8: Map multiple | + | 1. Generate 3 timeline |
- | - Encounter recurring figures across realities | + | 2. Choose one as your starting point |
- | - Begin collecting identity fragments | + | 3. Begin your first journal entry describing initial exploration |
+ | 4. Set Initial Stability for each timeline between 4-10 (2d4+2) | ||
- | ### Phase 3: Crisis | + | ==== D. For Ongoing Campaigns ==== |
- | - Sessions 9-12: Timelines begin collapsing at accelerated rate | + | 1. When creating a branch point, generate relevant new elements |
- | - Discover | + | 2. Keep elements that should logically remain from the parent timeline |
- | - Face ethical dilemmas about timeline | + | 3. Roll on the Connection Table to establish relationships to other known timelines |
+ | 4. New timelines inherit half the instability of their parent | ||
- | ### Phase 4: Resolution | + | ==== E. For Endgame Development ==== |
- | - Sessions 13-15: Make final interventions across critical timelines | + | As you approach the finale of your campaign: |
- | - Assemble complete identity | + | 1. Generate "Nexus Timelines" |
- | - Determine ultimate fate of the multiverse | + | 2. Create a "Prime Timeline" |
+ | 3. Establish " | ||
- | --- | + | ----- |
- | This system creates a rich solo journaling experience where temporal uncertainty, | + | This system creates a rich solo journaling experience where temporal uncertainty, |