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projects:solo_rpg:entropy_drift [2025/04/11 18:25] kymkiprojects:solo_rpg:entropy_drift [2025/04/11 18:50] (current) kymki
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-====== QUANTUM DRIFT: A Solo Timeline Explorer RPG ======+====== CAUSAL DRIFT: A Solo Timeline Explorer RPG ======
  
-===== CORE CONCEPT =====+===== GAME OVERVIEW ===== 
 + 
 +==== Core Concept ====
 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. 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.
  
-===== CHARACTER CREATION ===== +==== Game Materials ==== 
-==== Choose a Temporal Specialization ====+  * 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 
 + 
 +==== Key Mechanics Summary ==== 
 +  1. **Timeline Navigation**: Explore multiple timelines, each with unique properties 
 +  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 
 + 
 +===== I. CHARACTER CREATION ===== 
 + 
 +==== Temporal Specialization ==== 
 +Choose one:
   * **Historian**: Better at observing without altering (+1 to stabilization rolls)   * **Historian**: Better at observing without altering (+1 to stabilization rolls)
   * **Engineer**: Can temporarily reinforce timeline stability (once per timeline)   * **Engineer**: Can temporarily reinforce timeline stability (once per timeline)
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 ==== Personal History ==== ==== Personal History ====
-Define three critical events from your own past+Define three critical events from your own past:
   * These may appear as echoes across different timelines   * These may appear as echoes across different timelines
   * They shape your motivations and reactions   * They shape your motivations and reactions
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   * Access to 3 initial timelines   * Access to 3 initial timelines
  
-===== TIMELINE MECHANICS =====+===== II. CORE GAMEPLAY SYSTEMS =====
  
-==== Causal Stability System ====+==== A. Causal Stability System ====
   * Each timeline has a **Causal Stability Rating** starting at 10   * Each timeline has a **Causal Stability Rating** starting at 10
   * Each visit/intervention decreases Stability by 1   * Each visit/intervention decreases Stability by 1
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   * Timeline collapses permanently at Stability 0   * Timeline collapses permanently at Stability 0
  
-==== Timeline Stability Table ====+==== 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 |
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 | 5-6  | Weakening | -1 Stability | | 5-6  | Weakening | -1 Stability |
  
-==== Chronons: Temporal Influence Currency ====+==== C. Chronons: Temporal Influence Currency ====
   * Each session grants 6 Chronons   * Each session grants 6 Chronons
   * Spending Chronons allows:   * Spending Chronons allows:
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     * Create a temporary branch point (3 Chronons)     * Create a temporary branch point (3 Chronons)
  
-===== GAMEPLAY LOOP ===== +==== D. Session Structure ====
- +
-==== Session Structure ====+
   1. **Timeline Selection**: Choose which timeline to visit   1. **Timeline Selection**: Choose which timeline to visit
   2. **Stability Assessment**: Roll on Timeline Stability Table   2. **Stability Assessment**: Roll on Timeline Stability Table
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   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 Stability: Draw events from different decks based on current timeline Stability:
   * **Stability 8-10**: Subtle Divergence Deck (minor timeline variations)   * **Stability 8-10**: Subtle Divergence Deck (minor timeline variations)
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   * **Stability 1-3**: 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
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   * **Units 5-6**: Final resolution and stability adjustments   * **Units 5-6**: Final resolution and stability adjustments
  
-==== 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
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   * **5-6**: Significant mutation (action drastically changes in context or purpose)   * **5-6**: Significant mutation (action drastically changes in context or purpose)
  
-==== Temporal Resolution Order ====+==== C. Temporal Resolution Order ====
 The critical mechanic: as Causal Stability decreases, the certainty of when your actions resolve decreases: The critical mechanic: as Causal Stability decreases, the certainty of when your actions resolve decreases:
  
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     * At Stability 0, timeline ruptures after resolution, becoming inaccessible     * At Stability 0, timeline ruptures after resolution, becoming inaccessible
  
-==== 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)
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      * At low Stability: 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: +
-  1Your 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 =====+
  
 <code> <code>
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 </code> </code>
  
-===== TIMELINE MANAGEMENT SYSTEM =====+===== V. TIMELINE CREATION SYSTEM =====
  
-==== Timeline Navigation ====+==== 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   * Maintain a Timeline Network Map showing relationships between branches
   * Each timeline has key properties:   * Each timeline has key properties:
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     * Personal connections     * Personal connections
  
-==== Timeline Selection Strategy ====+==== B. Timeline Selection Strategy ====
   * High Stability timelines: More predictable, good for crucial interventions   * High Stability timelines: More predictable, good for crucial interventions
   * Medium Stability timelines: Challenging but manageable   * Medium Stability timelines: Challenging but manageable
   * Low Stability timelines: Chaotic but may contain critical information   * Low Stability timelines: Chaotic but may contain critical information
  
-==== Branch Points ====+==== C. Branch Points ====
   * Special events that allow creation of new timeline branches   * Special events that allow creation of new timeline branches
   * Identified through play or by spending Chronons   * Identified through play or by spending Chronons
   * Branching transfers half the current timeline's instability to the new branch   * Branching transfers half the current timeline's instability to the new branch
  
-===== ADVANCED MECHANICS =====+==== D. Timeline Connections ==== 
 +When you discover a new timeline, roll 1d6:
  
-==== Temporal Echoes ====+| 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   * Your actions create "echoes" that appear across related timelines
   * After significant events, roll to determine if an echo appears   * After significant events, roll to determine if an echo appears
   * Echoes can be helpful or harmful depending on context   * Echoes can be helpful or harmful depending on context
  
-==== Fractured Identity ====+==== B. Fractured Identity ====
   * After each timeline collapse, create a "Fragment of Self"   * After each timeline collapse, create a "Fragment of Self"
   * These fragments represent how your identity evolves through trauma   * These fragments represent how your identity evolves through trauma
   * Collect 5 fragments to unlock your true nature and purpose   * Collect 5 fragments to unlock your true nature and purpose
  
-==== Temporal Loops ====+==== C. Temporal Loops ====
   * Rare events may cause you to experience the same events repeatedly   * Rare events may cause you to experience the same events repeatedly
   * Each loop decreases stability but provides more information   * Each loop decreases stability but provides more information
   * Breaking a loop requires identifying and changing a critical action   * Breaking a loop requires identifying and changing a critical action
  
-===== ENDGAME CONDITIONS =====+===== VIII. CAMPAIGN STRUCTURE =====
  
-==== Victory Paths ====+==== A. Victory Paths ====
   1. **Prevention**: Stop The Causal Collapse across a critical mass of timelines   1. **Prevention**: Stop The Causal Collapse across a critical mass of timelines
   2. **Transcendence**: Gather enough identity fragments to evolve beyond timeline constraints   2. **Transcendence**: Gather enough identity fragments to evolve beyond timeline constraints
   3. **Stabilization**: Create a new stable "anchor timeline" that can withstand causal degradation   3. **Stabilization**: Create a new stable "anchor timeline" that can withstand causal degradation
  
-==== Game End Triggers ====+==== B. Game End Triggers ====
   * Three timeline collapses: Write final reflection on your Navigator's legacy   * Three timeline collapses: Write final reflection on your Navigator's legacy
   * Average Stability below 3 across all timelines: The multiverse begins final collapse   * Average Stability below 3 across all timelines: The multiverse begins final collapse
   * Collection of all 5 identity fragments: Reveal your true purpose   * Collection of all 5 identity fragments: Reveal your true purpose
  
-===== SAMPLE PLAY SEQUENCE =====+==== C. Campaign Arc ====
  
-==== Starting a Session ====+=== 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**:
 + 
 +==== 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**:
 + 
 +==== 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**:
 + 
 +===== X. SAMPLE PLAY SEQUENCE ===== 
 + 
 +==== A. Starting a Session ====
   1. Choose a timeline to visit (or start with initial timeline)   1. Choose a timeline to visit (or start with initial timeline)
   2. Roll for stability and adjust accordingly   2. Roll for stability and adjust accordingly
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   4. Record initial details in journal   4. Record initial details in journal
  
-==== Resolution Example ====+==== B. Resolution Example ====
 **Initial Setup**: **Initial Setup**:
   * Timeline: Beta-7   * Timeline: Beta-7
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 **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. **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.
  
-===== SOLO CAMPAIGN ARC =====+==== 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)
  
-==== Phase 1: Orientation ==== +==== D. For Ongoing Campaigns ==== 
-  * Sessions 1-3: Learn basic timeline navigation +1. When creating a branch point, generate relevant new elements 
-  * Discover initial clues about The Causal Collapse +2. Keep elements that should logically remain from the parent timeline 
-  * Establish your Navigator's initial motivations+3. Roll on the Connection Table to establish relationships to other known timelines 
 +4. New timelines inherit half the instability of their parent timeline
  
-==== Phase 2: Exploration ==== +==== E. For Endgame Development ==== 
-  * Sessions 4-8Map multiple timeline branches +As you approach the finale of your campaign: 
-  * Encounter recurring figures across realities +1. Generate "Nexus Timelines" that connect multiple branches 
-  * Begin collecting identity fragments +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
-==== 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+
  
 ----- -----
  
 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. 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.