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projects:solo_rpg:renso [2025/04/12 21:52] – kymki | projects:solo_rpg:renso [2025/05/15 18:06] (current) – kymki | ||
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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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10. **Quantum Entanglement**: | 10. **Quantum Entanglement**: | ||
- | ===== Example of Play ===== | + | ===== Ending The Game ===== |
- | ==== Initial Setup ==== | + | A game of Renso can end in several ways: |
- | **Character**: | + | ==== Natural Conclusion ==== |
- | **Core Values**: Creativity, Family, Growth | + | Play until you feel your character' |
- | **Decision Point**: Whether to accept a job offer abroad or stay in her hometown | + | * A central question has been answered |
- | **Background**: | + | * Character growth has occurred across timelines |
+ | | ||
- | **Root Haiku**: | + | ==== Causal Collapse ==== |
- | < | + | If any timeline reaches 0 Stability and remains there for three consecutive actions, that timeline undergoes complete collapse. You may: |
- | blueprints unfurled wide | + | * End that timeline with a final collapse haiku |
- | possibilities on paper | + | * Allow it to " |
- | choices solidify | + | * Let it merge with another timeline |
- | </ | + | |
- | ==== Timeline | + | ==== Timeline |
- | Maya creates two initial | + | Through careful play and the creation of resonance points, you may engineer a convergence where multiple |
- | * Timeline A: "New Horizons" | + | |
- | * Timeline B: " | + | |
- | ==== First Play Cycle ==== | + | ==== Ideas ==== |
- | **Timeline A: Stability 10** | + | Echo chamber - repeating words, motifs |
- | *Narrative Entry:* Maya accepts the job in Singapore. She packs her belongings, says difficult goodbyes to family, and boards | + | |
- | *Action: | + | When identical words, motifs, or thematic elements recur across multiple timeline haikus, they create |
- | *New Stability:* 7 | + | Echo Formation |
- | *Haiku Generation:* | + | Resonance Tracking Matrix: A dedicated tracking sheet divided into categories (Words, Images, Themes, Emotions) |
- | * Setting Line: Roll 18 = "Train whistle calling" | + | Echo Threshold: When an element appears in haikus from 3+ different timelines, it forms an "Echo" |
- | * Development Line: Roll 4 = "while shadows grow longer" | + | Chamber Creation: When 3+ related Echoes exist, they form an Echo Chamber with specific properties determined by the elements that created it |
- | * Turn Line: Roll 7 = " | + | |
- | *Modified Haiku for Timeline A:* | + | Chamber Types & Gameplay Impacts |
- | < | + | The nature of the words/ |
- | Plane engines humming | + | 1. Memory Chambers (Formed from past-oriented elements) |
- | while shadows grow longer now | + | |
- | patterns repeat twice | + | |
- | </ | + | |
- | **Timeline B: Stability | + | Transfer Mechanic: Allow direct access to past experiences across timelines |
- | *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. | + | Stability |
+ | Player Usage: Once per game session, revert one action | ||
- | *Action:* " | + | 2. Anchor Chambers |
- | *New Stability:* 8 | + | |
- | *Haiku Generation:* | + | Transfer Mechanic: Allow objects/ |
- | * Setting Line: Roll 9 = " | + | Stability Effect: +1 Stability to all connected timelines each cycle |
- | * Development Line: Roll 10 = "among forgotten keepsakes" | + | Player Usage: Designate one element as "anchored" |
- | * Turn Line: Roll 16 = "questions go unanswered" | + | |
- | *Modified Haiku for Timeline B:* | + | 3. Possibility Chambers (Formed from future-oriented elements) |
- | < | + | |
- | Moonlight on water | + | |
- | among familiar faces | + | |
- | questions go unanswered | + | |
- | </ | + | |
- | ==== Second Play Cycle ==== | + | 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 | ||
- | **Timeline A: Stability 7** | + | 4. Identity Chambers (Formed from self-related elements) |
- | *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) | + | Transfer Mechanic: Allow character aspects to transfer between timelines |
- | *New Stability:* 6 | + | Stability |
+ | Player Usage: Import one character trait/ | ||
- | *Haiku Generation: | + | The Echo Mapping Ritual |
- | * Setting Line: Roll 3 & 15 = "City lights flicker" | + | When an Echo Chamber forms, the player performs the "Echo Mapping Ritual": |
- | * Development Line: Roll 2 = " | + | |
- | * Turn Line: Roll 11 = " | + | |
- | * Line Order Roll: 3 = Standard order | + | |
- | *Modified Combined | + | Create the Echo Haiku: |
- | < | + | Chamber Classification: |
- | City stars flicker | + | Manifestation Roll: Roll on the " |
- | beneath unfamiliar skies | + | Activation Cost: Must sacrifice one minor action to fully open the chamber |
- | secrets stay buried | + | |
- | </ | + | |
- | **Timeline B: Stability 8** | + | Advanced Echo Mechanics |
- | *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. | + | Echo Cultivation |
+ | Players can intentionally cultivate Echo Chambers by strategically repeating elements: | ||
- | *Action:* "Propose risky innovative design" | + | Echo Seeds: Designate up to three words in each haiku as "Echo Seeds" |
- | *New Stability:* 6 | + | 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 | ||
- | *Haiku Generation: | + | Chamber Degradation |
- | * Setting Line: Roll 4 & 12 = " | + | Echo Chambers don't persist indefinitely: |
- | * 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 ===== | + | |
- | + | ||
- | A game of Timeline Resonance can end in several ways: | + | |
- | + | ||
- | ==== Natural Conclusion ==== | + | |
- | Play until you feel your character' | + | |
- | * A central question has been answered in multiple ways | + | |
- | * Character growth has occurred across timelines | + | |
- | * A natural endpoint has been reached in the narrative | + | |
- | + | ||
- | ==== Causal Collapse ==== | + | |
- | If any timeline reaches 0 Stability and remains there for three consecutive actions, that timeline undergoes complete collapse. You may: | + | |
- | * End that timeline with a final collapse haiku | + | |
- | * Allow it to " | + | |
- | * Let it merge with another timeline | + | |
- | + | ||
- | ==== Timeline Convergence ==== | + | |
- | 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 ===== | + | Structural Integrity: Chambers have 3 " |
+ | Usage Cost: Each chamber usage costs 1 integrity point | ||
+ | Reinforcement: | ||
- | ==== Fate Tokens ==== | + | Echo Collapse Effect |
- | Begin with 3 Fate Tokens that allow you to: | + | When a chamber runs out of integrity points: |
- | * Reroll any dice result | + | |
- | * Automatically stabilize a timeline (+2 Stability) | + | |
- | * Prevent a causal ripple effect | + | |
- | * Force timelines to resonate | + | |
- | ==== Character Traits ==== | + | Final Resonance: Roll on the " |
- | Assign your character 3-5 traits with values from 1-5. When taking actions related to those traits, reduce | + | Reality Merge: Small aspects of connected timelines permanently merge |
+ | Stability Shift: Connected timelines experience a final stability | ||
- | ==== Expanded Timelines ==== | + | Strategic Depth: Chamber Networks |
- | For a more complex game, create up to 5 timelines and track relationships between them (Converging, | + | Multiple chambers can connect |
- | ==== Meta-Stability | + | Network Types: Linear, Radial, or Circuit configurations |
- | Track an overall " | + | Meta-Stability: Networks provide broader stability benefits |
+ | Reality Engineering: |