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A Solo Journaling RPG of Poetic Parallel Lives | A Solo Journaling RPG of Poetic Parallel Lives | ||
===== Introduction ===== | ===== Introduction ===== | ||
- | Timeline Resonance | + | Renso is a solo journaling roleplaying game where you explore parallel timelines of a character' |
At its core, this game explores how small decisions create rippling effects across possible lives, and how poetry can capture the essence of experience across different realities. | At its core, this game explores how small decisions create rippling effects across possible lives, and how poetry can capture the essence of experience across different realities. | ||
+ | |||
+ | The timelines develop and destabilise we view them and develop haiku chains (Renso) to interpret their progression. Ultimately, spending time on multiple timelines make them destabilise. Our renso devolves into meaningless symbols, and the timeline fades. | ||
+ | |||
+ | The renso is a channel from the player to the player character. It allows the player to influence timelines through poetic interpretation and also use their mechanics to affect game play. | ||
===== Core Concepts ===== | ===== Core Concepts ===== | ||
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1. Select a timeline to focus on | 1. Select a timeline to focus on | ||
- | 2. Write a narrative entry describing events or decisions | + | 2. Generate a new haiku verse for this timeline based on current stability |
- | | + | 3. Write a narrative entry describing events or decisions |
- | 4. Generate a new haiku verse for this timeline based on current stability | + | |
5. Resolve any triggered effects from the haiku | 5. Resolve any triggered effects from the haiku | ||
6. Move to the next timeline or continue in the current one | 6. Move to the next timeline or continue in the current one | ||
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9. **Timeline Vision**: Brief glimpse of how another timeline develops | 9. **Timeline Vision**: Brief glimpse of how another timeline develops | ||
10. **Quantum Entanglement**: | 10. **Quantum Entanglement**: | ||
- | |||
- | ===== Example of Play ===== | ||
- | |||
- | ==== Initial Setup ==== | ||
- | |||
- | **Character**: | ||
- | **Core Values**: Creativity, Family, Growth | ||
- | **Decision Point**: Whether to accept a job offer abroad or stay in her hometown | ||
- | **Background**: | ||
- | |||
- | **Root Haiku**: | ||
- | < | ||
- | blueprints unfurled wide | ||
- | possibilities on paper | ||
- | choices solidify | ||
- | </ | ||
- | |||
- | ==== Timeline Creation ==== | ||
- | Maya creates two initial timelines: | ||
- | * Timeline A: "New Horizons" | ||
- | * Timeline B: " | ||
- | |||
- | ==== First Play Cycle ==== | ||
- | |||
- | **Timeline A: Stability 10** | ||
- | *Narrative Entry:* Maya accepts the job in Singapore. She packs her belongings, says difficult goodbyes to family, and boards the plane with a mixture of excitement and trepidation. | ||
- | |||
- | *Action:* " | ||
- | *New Stability:* 7 | ||
- | |||
- | *Haiku Generation: | ||
- | * Setting Line: Roll 18 = "Train whistle calling" | ||
- | * Development Line: Roll 4 = "while shadows grow longer" | ||
- | * Turn Line: Roll 7 = " | ||
- | |||
- | *Modified Haiku for Timeline A:* | ||
- | < | ||
- | Plane engines humming | ||
- | while shadows grow longer now | ||
- | patterns repeat twice | ||
- | </ | ||
- | |||
- | **Timeline B: Stability 10** | ||
- | *Narrative Entry:* Maya declines the international offer and instead accepts a position at a local firm. She feels relief at staying close to family but wonders what she might be missing. | ||
- | |||
- | *Action:* " | ||
- | *New Stability:* 8 | ||
- | |||
- | *Haiku Generation: | ||
- | * Setting Line: Roll 9 = " | ||
- | * Development Line: Roll 10 = "among forgotten keepsakes" | ||
- | * Turn Line: Roll 16 = " | ||
- | |||
- | *Modified Haiku for Timeline B:* | ||
- | < | ||
- | Moonlight on water | ||
- | among familiar faces | ||
- | questions go unanswered | ||
- | </ | ||
- | |||
- | ==== Second Play Cycle ==== | ||
- | |||
- | **Timeline A: Stability 7** | ||
- | *Narrative Entry:* After three weeks in Singapore, Maya struggles with isolation but is exhilarated by the architectural innovation surrounding her. She debates whether to join a community group to make connections. | ||
- | |||
- | *Action:* "Join ex-pat social group" (Minor Action, -1 Stability) | ||
- | *New Stability:* 6 | ||
- | |||
- | *Haiku Generation: | ||
- | * Setting Line: Roll 3 & 15 = "City lights flicker" | ||
- | * Development Line: Roll 2 = " | ||
- | * Turn Line: Roll 11 = " | ||
- | * Line Order Roll: 3 = Standard order | ||
- | |||
- | *Modified Combined Haiku:* | ||
- | < | ||
- | City stars flicker | ||
- | beneath unfamiliar skies | ||
- | secrets stay buried | ||
- | </ | ||
- | |||
- | **Timeline B: Stability 8** | ||
- | *Narrative Entry:* Maya settles into her local position but feels understimulated. She considers proposing an ambitious project that would either impress or alienate her superiors. | ||
- | |||
- | *Action:* " | ||
- | *New Stability:* 6 | ||
- | |||
- | *Haiku Generation: | ||
- | * Setting Line: Roll 4 & 12 = " | ||
- | * Development Line: Roll 17 = " | ||
- | * Turn Line: Roll 19 = "paths converge again" | ||
- | * Line Order Roll: 6 = Setting → Turn → Development | ||
- | |||
- | *Modified Haiku:* | ||
- | < | ||
- | Ambition rises | ||
- | paths converge again | ||
- | beyond comfortable thinking | ||
- | </ | ||
- | |||
- | *Unstable Trigger:* Roll 4 = " | ||
- | *Effect:* A new timeline branch forms unexpectedly | ||
- | |||
- | **Timeline C: " | ||
- | *Narrative Entry:* In this new branch, Maya's proposal is rejected so strongly that she impulsively quits her job, creating a third timeline where she must rebuild. | ||
- | |||
- | *Starting Stability:* 5 (inherits instability from parent timeline) | ||
- | |||
- | This play cycle would continue with the player exploring all three timelines, writing narrative entries, generating haikus, and watching as causal stability gradually decreases, creating increasingly strange and interconnected experiences across the parallel lives of their character. | ||
===== Ending The Game ===== | ===== Ending The Game ===== | ||
- | A game of Timeline Resonance | + | A game of Renso can end in several ways: |
==== Natural Conclusion ==== | ==== Natural Conclusion ==== | ||
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Through careful play and the creation of resonance points, you may engineer a convergence where multiple timelines merge back together. This is considered a special form of victory and can be marked with a final convergence haiku that incorporates elements from all merged timelines. | Through careful play and the creation of resonance points, you may engineer a convergence where multiple timelines merge back together. This is considered a special form of victory and can be marked with a final convergence haiku that incorporates elements from all merged timelines. | ||
- | ===== Optional Rules ===== | + | ==== Ideas ==== |
+ | |||
+ | Echo chamber - repeating words, motifs and themes in the renso of different timelines create "Echo Chambers" | ||
+ | |||
+ | When identical words, motifs, or thematic elements recur across multiple timeline haikus, they create "Echo Chambers" | ||
+ | Echo Formation | ||
+ | |||
+ | Resonance Tracking Matrix: A dedicated tracking sheet divided into categories (Words, Images, Themes, Emotions) | ||
+ | Echo Threshold: When an element appears in haikus from 3+ different timelines, it forms an " | ||
+ | Chamber Creation: When 3+ related Echoes exist, they form an Echo Chamber with specific properties determined by the elements that created it | ||
+ | |||
+ | Chamber Types & Gameplay Impacts | ||
+ | The nature of the words/ | ||
+ | 1. Memory Chambers (Formed from past-oriented elements) | ||
+ | |||
+ | Transfer Mechanic: Allow direct access to past experiences across timelines | ||
+ | Stability Effect: Can " | ||
+ | Player Usage: Once per game session, revert one action and its stability cost | ||
+ | |||
+ | 2. Anchor Chambers (Formed from stability-related elements) | ||
+ | |||
+ | Transfer Mechanic: Allow objects/ | ||
+ | Stability Effect: +1 Stability to all connected timelines each cycle | ||
+ | Player Usage: Designate one element as " | ||
+ | |||
+ | 3. Possibility Chambers (Formed from future-oriented elements) | ||
+ | |||
+ | Transfer Mechanic: Allow glimpses of potential future developments | ||
+ | Stability Effect: Once per chamber, prevent a triggered instability effect | ||
+ | Player Usage: Roll twice on any table and choose preferred result | ||
+ | |||
+ | 4. Identity Chambers (Formed from self-related elements) | ||
+ | |||
+ | Transfer Mechanic: Allow character aspects to transfer between timelines | ||
+ | Stability Effect: Character gains composite understanding/ | ||
+ | Player Usage: Import one character trait/ | ||
- | ==== Fate Tokens ==== | + | The Echo Mapping Ritual |
- | Begin with 3 Fate Tokens that allow you to: | + | When an Echo Chamber forms, the player performs the "Echo Mapping Ritual" |
- | * Reroll any dice result | + | |
- | * Automatically stabilize a timeline (+2 Stability) | + | |
- | * Prevent a causal ripple effect | + | |
- | * Force timelines to resonate | + | |
- | ==== Character Traits ==== | + | Create the Echo Haiku: Write a new haiku using only elements that formed the chamber |
- | Assign your character 3-5 traits with values from 1-5. When taking actions related to those traits, reduce stability impact by trait value ÷ 5 (rounded down). | + | Chamber Classification: |
+ | Manifestation Roll: Roll on the " | ||
+ | Activation Cost: Must sacrifice one minor action to fully open the chamber | ||
- | ==== Expanded Timelines ==== | + | Advanced Echo Mechanics |
- | For a more complex game, create up to 5 timelines and track relationships between them (Converging, | + | Echo Cultivation |
+ | Players can intentionally cultivate Echo Chambers by strategically repeating elements: | ||
- | ==== Meta-Stability ==== | + | Echo Seeds: Designate up to three words in each haiku as "Echo Seeds" |
- | Track an overall | + | Cultivation Challenge: Echo Seeds require one fewer appearance to form Echoes |
+ | Chamber Planning: By planning Echo Seeds across multiple | ||
- | ===== Credits ===== | + | Chamber Degradation |
+ | Echo Chambers don't persist indefinitely: | ||
- | Timeline Resonance was created | + | Structural Integrity: Chambers have 3 " |
+ | Usage Cost: Each chamber usage costs 1 integrity point | ||
+ | Reinforcement: | ||
- | This game draws inspiration from: | + | Echo Collapse Effect |
- | * The tradition | + | When a chamber runs out of integrity points: |
- | * Modern solo journaling games | + | |
- | * Theories of parallel universes and quantum mechanics | + | |
- | * The philosophical concept that poetry can capture truths across all possible worlds | + | |
- | ===== Acknowledgments ===== | + | Final Resonance: Roll on the " |
+ | Reality Merge: Small aspects of connected timelines permanently merge | ||
+ | Stability Shift: Connected timelines experience a final stability effect (beneficial or detrimental) | ||
- | Thanks | + | Strategic Depth: Chamber Networks |
+ | Multiple chambers can connect | ||
- | Special thanks to Claude for assistance | + | Network Types: Linear, Radial, or Circuit configurations |
+ | Meta-Stability: | ||
+ | Reality Engineering: |