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projects:solo_rpg:entropy_drift [2025/04/11 18:25] – kymki | projects:solo_rpg:entropy_drift [2025/04/11 18:50] (current) – kymki | ||
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- | ====== | + | ====== |
- | ===== CORE CONCEPT | + | ===== GAME OVERVIEW |
+ | |||
+ | ==== Core Concept | ||
You are a Temporal Navigator aboard the vessel " | You are a Temporal Navigator aboard the vessel " | ||
- | ===== 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**: | ||
+ | 2. **Action Resolution**: | ||
+ | 3. **Stability Management**: | ||
+ | 4. **Character Development**: | ||
+ | |||
+ | ===== I. CHARACTER CREATION ===== | ||
+ | |||
+ | ==== Temporal Specialization ==== | ||
+ | Choose one: | ||
* **Historian**: | * **Historian**: | ||
* **Engineer**: | * **Engineer**: | ||
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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/ | * Each visit/ | ||
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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**: | 1. **Timeline Selection**: | ||
2. **Stability Assessment**: | 2. **Stability Assessment**: | ||
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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: | + | |
- | 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 ===== | + | |
< | < | ||
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</ | </ | ||
- | ===== TIMELINE | + | ===== V. TIMELINE |
- | ==== 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 " | ||
+ | |||
+ | ==== 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' | ||
+ | | 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; | ||
+ | | 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 | | ||
+ | |||
+ | ==== 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; | ||
+ | | 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/ | ||
+ | | 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: | ||
+ | |||
+ | < | ||
+ | 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] | ||
+ | </ | ||
+ | |||
+ | ===== 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, | * High Stability timelines: More predictable, | ||
* 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' | * Branching transfers half the current timeline' | ||
- | ===== 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/ | ||
+ | | 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 " | * Your actions create " | ||
* 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 " | * After each timeline collapse, create a " | ||
* 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**: | 1. **Prevention**: | ||
2. **Transcendence**: | 2. **Transcendence**: | ||
3. **Stabilization**: | 3. **Stabilization**: | ||
- | ==== Game End Triggers ==== | + | ==== B. Game End Triggers ==== |
* Three timeline collapses: Write final reflection on your Navigator' | * Three timeline collapses: Write final reflection on your Navigator' | ||
* 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' | ||
+ | |||
+ | === 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) | 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**: | **Outcome**: | ||
- | ===== 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. 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 |
- | * Establish your Navigator' | + | 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 4-8: Map multiple | + | As you approach the finale of your campaign: |
- | * Encounter recurring figures across realities | + | 1. Generate "Nexus Timelines" |
- | * Begin collecting identity fragments | + | 2. Create a "Prime Timeline" |
- | + | 3. Establish "Collapse | |
- | ==== Phase 3: Crisis ==== | + | |
- | * Sessions 9-12: Timelines begin collapsing at accelerated rate | + | |
- | * Discover the true nature of The Causal | + | |
- | * Face ethical dilemmas about timeline | + | |
- | + | ||
- | ==== Phase 4: Resolution ==== | + | |
- | * Sessions 13-15: Make final interventions across critical | + | |
- | * Assemble complete identity | + | |
- | * Determine ultimate fate of the multiverse | + | |
----- | ----- | ||
This system creates a rich solo journaling experience where temporal uncertainty, | This system creates a rich solo journaling experience where temporal uncertainty, |