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projects:solo_rpg:renso [2025/04/14 12:20] – [Ideas] 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. | ||
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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 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 the medium between | + | The renso is a channel from the player |
===== Core Concepts ===== | ===== Core Concepts ===== | ||
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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**: | ||
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- | ===== Example of Play ===== | ||
- | |||
- | ==== Initial Setup ==== | ||
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- | **Character**: | ||
- | **Core Values**: Creativity, Family, Growth | ||
- | **Decision Point**: Whether to accept a job offer abroad or stay in her hometown | ||
- | **Background**: | ||
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- | **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 ==== | ||
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- | **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. | ||
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- | *Action:* " | ||
- | *New Stability:* 7 | ||
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- | *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. | ||
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- | *Action:* " | ||
- | *New Stability:* 8 | ||
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- | *Haiku Generation: | ||
- | * Setting Line: Roll 9 = " | ||
- | * Development Line: Roll 10 = "among forgotten keepsakes" | ||
- | * Turn Line: Roll 16 = " | ||
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- | *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 ==== |