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projects:solo_rpg:entropy_drift [2025/04/11 18:36] kymkiprojects:solo_rpg:entropy_drift [2025/04/11 18:50] (current) kymki
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-====== Causal 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 =====
-==== TIMELINE SEEDS: GENERATIVE CREATION SYSTEM ====+
  
-=== TIMELINE SEED GENERATION ===+==== 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
  
-Timeline Seeds provide the foundational elements for generating unique timelines in Quantum DriftEach timeline is defined by its Divergence Point (when it branched from the "prime" timeline), Core Theme, Technological Level, Societal Structure, and Key Crisis.+==== BAction 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)
  
-== Using the Seed Tables == +==== CTemporal Resolution Order ==== 
-Roll on each table in sequence to generate a coherent timeline with interconnected elementsFor a truly random timelineroll on all tables. For a more curated experience, choose specific elements and roll for the rest.+The critical mechanic: as Causal Stability decreases, the certainty of when your actions resolve decreases:
  
-=== DIVERGENCE POINT ===+  * **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 | | d20 | Historical Era | Example Divergence |
 |-----|----------------|-------------------| |-----|----------------|-------------------|
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 | 19-20 | Far Future (2150+) | Human consciousness became transferable | | 19-20 | Far Future (2150+) | Human consciousness became transferable |
  
-===== CORE THEME ===== +==== D. Core Theme ==== 
 +Roll 1d12:
 | d12 | Theme | Description | | d12 | Theme | Description |
 |-----|-------|------------| |-----|-------|------------|
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 | 12 | Cultural Splinteration | Human cultures divided into thousands of micro-societies | | 12 | Cultural Splinteration | Human cultures divided into thousands of micro-societies |
  
-===== TECHNOLOGICAL LEVEL ===== +==== E. Technological Level ==== 
 +Roll 1d10:
 | d10 | Tech Level | Key Technologies | | d10 | Tech Level | Key Technologies |
 |-----|-----------|-----------------| |-----|-----------|-----------------|
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 | 10 | Divergent Path | Technology developed along entirely different principles | | 10 | Divergent Path | Technology developed along entirely different principles |
  
-===== SOCIETAL STRUCTURE ===== +==== F. Societal Structure ==== 
 +Roll 1d10:
 | d10 | Structure | Characteristics | | d10 | Structure | Characteristics |
 |-----|-----------|----------------| |-----|-----------|----------------|
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 | 10 | Fragmented Sovereignty | Power divided among numerous competing entities | | 10 | Fragmented Sovereignty | Power divided among numerous competing entities |
  
-===== KEY CRISIS ===== +==== G. Key Crisis ==== 
 +Roll 1d12:
 | d12 | Crisis Type | Specific Crisis | | d12 | Crisis Type | Specific Crisis |
 |-----|------------|----------------| |-----|------------|----------------|
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 | 12 | Multiple Cascading | Several crises occurring simultaneously and interconnected | | 12 | Multiple Cascading | Several crises occurring simultaneously and interconnected |
  
-===== KEY FIGURES ===== +==== H. Key Figures ==== 
 +Roll 1d10:
 | d10 | Figure Type | Description | | d10 | Figure Type | Description |
 |-----|------------|-------------| |-----|------------|-------------|
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 | 10 | Your Counterpart | Alternative version of yourself in this timeline | | 10 | Your Counterpart | Alternative version of yourself in this timeline |
  
-===== TIMELINE STABILITY MODIFIERS ===== +==== I. Timeline Stability Modifiers ==== 
 +Roll 1d6:
 | d6 | Special Condition | Stability Effect | | d6 | Special Condition | Stability Effect |
 |-----|-----------------|-----------------| |-----|-----------------|-----------------|
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 | 6 | Entropic Sink | Actions here don't affect Stability of other timelines | | 6 | Entropic Sink | Actions here don't affect Stability of other timelines |
  
-===== INTEGRATING TIMELINE SEEDS ===== +==== J. The Seed Matrix ====
- +
-==== The Seed Matrix ====+
 Once you've generated the core elements of a timeline, combine them into a seed matrix: Once you've generated the core elements of a timeline, combine them into a seed matrix:
  
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 </code> </code>
  
-==== Narrative Integration ==== +===== VI. TIMELINE MANAGEMENT =====
-When first visiting a newly generated timeline, spend time in your journal entry establishing:+
  
-1How the Divergence Point altered history to create this reality +==== ATimeline Navigation ==== 
-2. How the Core Theme and Tech Level interact to shape daily life +  * Maintain a Timeline Network Map showing relationships between branches 
-3. How the Societal Structure responds to the Key Crisis +  * Each timeline has key properties: 
-4. Your personal connection to the Key Figure (especially if it's your counterpart) +    * Current Stability level 
-5. How the Special Condition manifests in observable phenomena+    * Notable events/figures 
 +    * Potential branch points 
 +    * Personal connections
  
-==== Timeline Clusters ==== +==== B. Timeline Selection Strategy ==== 
-When multiple timelines share elements (same Divergence Point or Core Theme)they form a cluster. Timeline clusters often contain interrelated events and echoes that appear across all timelines in the cluster.+  * High Stability timelines: More predictablegood for crucial interventions 
 +  * Medium Stability timelines: Challenging but manageable 
 +  * Low Stability timelines: Chaotic but may contain critical information
  
-===== EXAMPLE TIMELINE SEEDS ===== +==== C. Branch Points ==== 
- +  * Special events that allow creation of new timeline branches 
-==== Alpha-427: The Quantum Council ==== +  * Identified through play or by spending Chronons 
-**Divergence Point**: Cold War (Space race led to permanent lunar colonies)   +  * Branching transfers half the current timeline'instability to the new branch
-**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'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**:+
- +
-===== TIMELINE CONNECTIONS AND ECHOES =====+
  
-==== Connection Table ====+==== D. Timeline Connections ====
 When you discover a new timeline, roll 1d6: When you discover a new timeline, roll 1d6:
  
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 | 6 | Mirror variant of existing timeline (opposite Core Theme) | | 6 | Mirror variant of existing timeline (opposite Core Theme) |
  
-==== Shared Element Table ====+==== E. Shared Element Table ====
 When timelines share elements, roll 1d6: When timelines share elements, roll 1d6:
  
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 | 6 | Your personal history is similar in both timelines | | 6 | Your personal history is similar in both timelines |
  
-==== Timeline Echoes ====+==== F. Timeline Echoes ====
 After significant actions in one timeline, roll 1d6. On a 5-6, an echo appears in 1d3 related timelines. Roll 1d6: After significant actions in one timeline, roll 1d6. On a 5-6, an echo appears in 1d3 related timelines. Roll 1d6:
  
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 | 6 | Your counterpart in this timeline made similar choices | | 6 | Your counterpart in this timeline made similar choices |
  
-===== USING TIMELINE SEEDS IN PLAY ===== +===== VII. ADVANCED MECHANICS =====
- +
-==== For Starting a New Game ==== +
-1Generate 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) +
- +
-==== 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 +
- +
-==== 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 generative system creates a rich multiverse of interconnected timelines, each with unique characteristics while maintaining narrative coherence across your campaign. +
- +
-==== 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 +
- +
-==== 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) +
- +
-==== 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 +
- +
-==== 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 +
- +
-==== Impact of Mutation + Temporal Uncertainty ==== +
-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 ===== +
- +
-<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> +
- +
-===== TIMELINE MANAGEMENT SYSTEM ===== +
- +
-==== 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 +
- +
-==== 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 +
- +
-==== 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 +
- +
-===== ADVANCED MECHANICS =====+
  
-==== Temporal Echoes ====+==== 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+
  
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 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.