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projects:solo_rpg:renso [2025/04/12 21:44] – created kymkiprojects:solo_rpg:renso [2025/05/15 18:06] (current) kymki
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-====== Timeline Resonance ======+====== Renso ======
 A Solo Journaling RPG of Poetic Parallel Lives A Solo Journaling RPG of Poetic Parallel Lives
  
 ===== Introduction ===== ===== Introduction =====
  
-Timeline Resonance is a solo journaling roleplaying game where you explore parallel timelines of a character's life through the lens of evolving poetry. As you navigate decision points and branch realities, you'll create haikus that both reflect and influence the stability of these timelines. The game balances narrative exploration with poetic creation, each inspiring the other in an endless feedback loop of creativity.+Renso is a solo journaling roleplaying game where you explore parallel timelines of a character's life through the lens of evolving poetry. As you navigate decision points and branch realities, you'll create haikus that both reflect and influence the stability of these timelines. The game balances narrative exploration with poetic creation, each inspiring the other in an endless feedback loop of creativity.
  
 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. Record any actions taken and adjust stability accordingly +  3. Write a narrative entry describing events or decisions 
-  4. Generate a new haiku verse for this timeline based on current stability+  4. Record any actions taken and adjust stability accordingly
   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**: Actions in this timeline now affect another one directly   10. **Quantum Entanglement**: Actions in this timeline now affect another one directly
- 
-===== Example of Play ===== 
- 
-==== Initial Setup ==== 
- 
-**Character**: Maya Chen, architectural designer 
-**Core Values**: Creativity, Family, Growth 
-**Decision Point**: Whether to accept a job offer abroad or stay in her hometown 
-**Background**: Recently completed graduate degree, has family ties locally but dreams of international experience 
- 
-**Root Haiku**: 
-<code> 
-blueprints unfurled wide 
-possibilities on paper 
-choices solidify 
-</code> 
- 
-==== Timeline Creation ==== 
-Maya creates two initial timelines: 
-  * Timeline A: "New Horizons" - Accepts international job 
-  * Timeline B: "Roots" - Remains in hometown 
- 
-==== 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:* "Relocate to Singapore" (Major Action, -3 Stability) 
-*New Stability:* 7 
- 
-*Haiku Generation: 
-  * Setting Line: Roll 18 = "Train whistle calling" 
-  * Development Line: Roll 4 = "while shadows grow longer" 
-  * Turn Line: Roll 7 = "patterns repeat twice" 
- 
-*Modified Haiku for Timeline A:* 
-<code> 
-Plane engines humming 
-while shadows grow longer now 
-patterns repeat twice 
-</code> 
- 
-**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:* "Accept local position" (Moderate Action, -2 Stability) 
-*New Stability:* 8 
- 
-*Haiku Generation:* 
-  * Setting Line: Roll 9 = "Moonlight on water" 
-  * Development Line: Roll 10 = "among forgotten keepsakes" 
-  * Turn Line: Roll 16 = "questions go unanswered" 
- 
-*Modified Haiku for Timeline B:* 
-<code> 
-Moonlight on water 
-among familiar faces 
-questions go unanswered 
-</code> 
- 
-==== 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:* (Moderate Instability) 
-  * Setting Line: Roll 3 & 15 = "City lights flicker" & "Starlight pierces through" 
-  * Development Line: Roll 2 = "beneath stormy gray skies" 
-  * Turn Line: Roll 11 = "secrets stay buried" 
-  * Line Order Roll: 3 = Standard order 
- 
-*Modified Combined Haiku:* 
-<code> 
-City stars flicker 
-beneath unfamiliar skies 
-secrets stay buried 
-</code> 
- 
-**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:* "Propose risky innovative design" (Moderate Action, -2 Stability) 
-*New Stability:* 6 
- 
-*Haiku Generation:* (Moderate Instability) 
-  * Setting Line: Roll 4 & 12 = "Mountain peak rises" & "Old clock ticking down" 
-  * Development Line: Roll 17 = "beyond rational thinking" 
-  * Turn Line: Roll 19 = "paths converge again" 
-  * Line Order Roll: 6 = Setting → Turn → Development 
- 
-*Modified Haiku:* 
-<code> 
-Ambition rises 
-paths converge again 
-beyond comfortable thinking 
-</code> 
- 
-*Unstable Trigger:* Roll 4 = "Divergence Node" 
-*Effect:* A new timeline branch forms unexpectedly 
- 
-**Timeline C: "Risk" (Branches from B)** 
-*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 can end in several ways:+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" that bridge the timelines at these points. What is communicated across the bridge? How can it be used by the player? Something that increases stability.  
 + 
 +When identical words, motifs, or thematic elements recur across multiple timeline haikus, they create "Echo Chambers" – metaphysical spaces where realities intersect. These aren't merely passive connections but active narrative engines with unique properties. 
 +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 "Echo" 
 +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/themes that form the Echo Chamber determines its type and capabilities: 
 +1. Memory Chambers (Formed from past-oriented elements) 
 + 
 +Transfer Mechanic: Allow direct access to past experiences across timelines 
 +Stability Effect: Can "replay" a previous decision with new awareness 
 +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/concepts to exist identically across timelines 
 +Stability Effect: +1 Stability to all connected timelines each cycle 
 +Player Usage: Designate one element as "anchored" - it cannot be altered by instability effects 
 + 
 +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/skills 
 +Player Usage: Import one character trait/ability from another timeline
  
-==== 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 traitsreduce stability impact by trait value ÷ 5 (rounded down).+Chamber Classification: Based on the Echo Haiku's dominant elementsdetermine chamber type 
 +Manifestation Roll: Roll on the "Chamber Manifestation Table" to determine additional properties 
 +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, Diverging, Parallel, or Entangled).+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 "meta-stabilityscore affected by the average stability of all timelines. When meta-stability drops below certain thresholdsroll on the "Universal Paradox" table for events that affect all timelines simultaneously.+Cultivation Challenge: Echo Seeds require one fewer appearance to form Echoes 
 +Chamber Planning: By planning Echo Seeds across multiple timelines, players can engineer specific chamber types
  
-===== Credits =====+Chamber Degradation 
 +Echo Chambers don't persist indefinitely:
  
-Timeline Resonance was created by [Your Name]+Structural Integrity: Chambers have 3 "integrity points" 
 +Usage Cost: Each chamber usage costs 1 integrity point 
 +Reinforcement: Players can reinforce chambers by creating new haikus with all chamber elements
  
-This game draws inspiration from: +Echo Collapse Effect 
-  * The tradition of Japanese haiku poetry +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 "Chamber Collapse Table" 
 +Reality Merge: Small aspects of connected timelines permanently merge 
 +Stability Shift: Connected timelines experience a final stability effect (beneficial or detrimental)
  
-Thanks to all playtesters who explored their own parallel timelines and created beautiful poetry along the way.+Strategic Depth: Chamber Networks 
 +Multiple chambers can connect to form "Chamber Networks" with enhanced capabilities:
  
-Special thanks to Claude for assistance in developing the game mechanics and tables.+Network Types: Linear, Radial, or Circuit configurations 
 +Meta-Stability: Networks provide broader stability benefits 
 +Reality Engineering: With sufficient chambers in specific configurations, players can work toward controlled timeline convergence