CAUSAL DRIFT: A Solo Timeline Explorer RPG
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.
Game Materials
- 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)
- Engineer: Can temporarily reinforce timeline stability (once per timeline)
- Diplomat: Can reduce mutation effects on social interactions
- Scientist: Better at understanding timeline branching points
Temporal Tether Configuration
Distribute 10 points across:
- Precision: Ability to target specific timeline events (1-5)
- Resistance: Personal protection against causal degradation (1-5)
- Influence: Power to affect timeline events (1-5)
Personal History
Define three critical events from your own past:
- These may appear as echoes across different timelines
- They shape your motivations and reactions
Starting Resources
- 6 Chronons (temporal currency)
- Access to 3 initial timelines
II. CORE GAMEPLAY SYSTEMS
A. Causal Stability System
- Each timeline has a Causal Stability Rating starting at 10
- Each visit/intervention decreases Stability by 1
- Revisiting a timeline doubles the Stability decrease per intervention
- Timeline collapses permanently at Stability 0
B. Timeline Stability Table
At the beginning of each timeline visit, roll 1d6:
Roll | Result | Effect |
—— | ——– | ——– |
1-2 | Strengthening | +1 Stability (maximum 10) |
3-4 | Neutral | No change to Stability |
5-6 | Weakening | -1 Stability |
C. Chronons: Temporal Influence Currency
- Each session grants 6 Chronons
- Spending Chronons allows:
- Re-roll any stability or mutation roll (1 Chronon)
- Reinforce a timeline (+1 Stability, once per timeline, 2 Chronons)
- Force a specific event resolution order (2 Chronons)
- Create a temporary branch point (3 Chronons)
D. Session Structure
1. **Timeline Selection**: Choose which timeline to visit 2. **Stability Assessment**: Roll on Timeline Stability Table 3. **Event Generation**: Draw from appropriate Event Deck based on current Stability 4. **Action Planning**: State your intended action 5. **Temporal Resolution**: Resolve actions across 6 temporal units with mutations 6. **Journal Reflection**: Document outcomes and personal insights 7. **Timeline Decision**: Continue in current timeline or jump to another
E. Event Decks
Draw events from different decks based on current timeline Stability:
- Stability 8-10: Subtle Divergence Deck (minor timeline variations)
- Stability 4-7: Significant Anomaly Deck (major timeline disruptions)
- Stability 1-3: Collapse Harbinger Deck (catastrophic timeline events)
III. TEMPORAL RESOLUTION SYSTEM
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
B. 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)
C. 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
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
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]
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 |
—– | —————- | ——————- |
1-2 | Ancient World (3000 BCE - 500 CE) | The Library of Alexandria was preserved |
3-4 | Classical Era (500 - 1400 CE) | Islamic Golden Age expanded across Europe |
5-6 | Renaissance (1400 - 1700 CE) | Leonardo da Vinci's inventions were mass-produced |
7-8 | Industrial Revolution (1700 - 1900) | Steam power was eclipsed by alternative energy |
9-10 | World Wars Era (1900 - 1950) | A third major power emerged between the Allied/Axis divide |
11-12 | Cold War (1950 - 1990) | Space race led to permanent lunar colonies |
13-14 | Information Age (1990 - 2020) | Quantum computing developed decades earlier |
15-16 | Near Future (2020 - 2050) | Climate engineering reversed warming trends |
17-18 | Mid Future (2050 - 2150) | First contact with alien intelligence |
19-20 | Far Future (2150+) | Human consciousness became transferable |
D. Core Theme
Roll 1d12:
d12 | Theme | Description |
—– | ——- | ———— |
1 | Ecological Integration | Humanity evolved in harmony with natural systems |
2 | Technological Dominance | Machine systems form the backbone of civilization |
3 | Spiritual Renaissance | Metaphysical awareness shapes society and technology |
4 | Collective Consciousness | Humanity developed shared mental connectivity |
5 | Genetic Divergence | Human subspecies evolved for different environments |
6 | Isolationist Development | Separated communities evolved disparate solutions |
7 | Extra-dimensional Influence | Reality is shaped by forces from beyond normal space |
8 | Post-Scarcity Economics | Material needs are trivially satisfied for all |
9 | Resource Wars | Dwindling resources drive conflict and innovation |
10 | Posthuman Transition | Humanity is evolving beyond traditional definitions |
11 | Dystopian Control | Authoritarian systems dominate human experience |
12 | Cultural Splinteration | Human cultures divided into thousands of micro-societies |
E. Technological Level
Roll 1d10:
d10 | Tech Level | Key Technologies |
—– | ———– | —————– |
1 | Primitive | Pre-industrial; mechanical tools; agrarian focus |
2 | Industrial | Steam power; early electricity; mass production |
3 | Modern | Digital systems; global communications; space travel |
4 | Advanced | AI assistance; genetic engineering; fusion power |
5 | Transhuman | Neural interfaces; consciousness uploading; nanotech |
6 | Post-Physical | Energy-matter conversion; consciousness as primary medium |
7 | Hyperspatial | FTL travel; dimensional manipulation; exotic matter |
8 | Uneven Development | Islands of advanced tech amid lower tech levels |
9 | Retrograde | Deliberately reverted to earlier technological paradigms |
10 | Divergent Path | Technology developed along entirely different principles |
F. Societal Structure
Roll 1d10:
d10 | Structure | Characteristics |
—– | ———– | —————- |
1 | Global Unification | Single world government; standardized systems |
2 | Nation-States | Traditional countries with borders and sovereignty |
3 | Corporate Dominance | Mega-corporations as primary power structures |
4 | Tribal Networks | Small, interconnected communities with unique identities |
5 | Technocracy | Rule by technical experts and AI systems |
6 | Anarchistic | Self-organizing communities without formal governance |
7 | Hive Structure | Collective decision-making with specialized roles |
8 | Aristocratic | Small elite class governs larger population |
9 | Direct Democracy | All citizens participate in decision-making |
10 | Fragmented Sovereignty | Power divided among numerous competing entities |
G. Key Crisis
Roll 1d12:
d12 | Crisis Type | Specific Crisis |
—– | ———— | —————- |
1 | Environmental | Ecosystem collapse; extreme weather; resource depletion |
2 | Technological | AI rebellion; runaway nanotech; weaponized information |
3 | Biological | Pandemic; genetic manipulation gone wrong; new human variants |
4 | Social | Class warfare; cultural breakdown; identity conflicts |
5 | Existential | Reality degradation; simulation collapse; entropic acceleration |
6 | Cosmic | Stellar event; alien encounter; astronomical anomaly |
7 | Political | Government collapse; ideological extremism; sovereignty disputes |
8 | Economic | System collapse; resource scarcity; wealth concentration |
9 | Dimensional | Manifold rifts; reality bleeding; causal fractures |
10 | Psychological | Mass delusion; consciousness alteration; perception shifts |
11 | Temporal | Time dilation; causal loops; timeline interference |
12 | Multiple Cascading | Several crises occurring simultaneously and interconnected |
H. Key Figures
Roll 1d10:
d10 | Figure Type | Description |
—– | ———— | ————- |
1 | Visionary Leader | Charismatic individual guiding response to crisis |
2 | Scientific Pioneer | Researcher whose discoveries changed timeline trajectory |
3 | Technological Architect | Creator of systems that define this reality |
4 | Spiritual/Philosophical Guide | Thought leader who shaped cultural response |
5 | Revolutionary | Individual challenging existing power structures |
6 | Hidden Manipulator | Person secretly influencing major events |
7 | Temporal Anomaly | Being whose existence defies normal causal laws |
8 | Organizational Entity | Group or institution driving timeline events |
9 | Artificial Intelligence | Non-human intelligence shaping events |
10 | Your Counterpart | Alternative version of yourself in this timeline |
I. Timeline Stability Modifiers
Roll 1d6:
d6 | Special Condition | Stability Effect |
—– | —————– | —————– |
1 | Quantum Resonance | This timeline naturally gains +1 Stability each session |
2 | Causal Fracturing | This timeline loses -1 additional Stability each visit |
3 | Temporal Nexus | Branch points are more common (cost 2 Chronons instead of 3) |
4 | Reality Anchor | Timeline cannot collapse below Stability 1 |
5 | Divergence Cascade | Create 1d3 related branch timelines when discovered |
6 | Entropic Sink | Actions here don't affect Stability of other timelines |
J. The Seed Matrix
Once you've generated the core elements of a timeline, combine them into a seed matrix:
TIMELINE DESIGNATION: [Alpha/Beta/Gamma]-[Number] DIVERGENCE POINT: [Result from table] CORE THEME: [Result from table] TECH LEVEL: [Result from table] SOCIETAL STRUCTURE: [Result from table] KEY CRISIS: [Result from table] KEY FIGURE: [Result from table] SPECIAL CONDITION: [Result from modifiers table] INITIAL STABILITY: [Roll 2d4+2 = 4-10]
VI. TIMELINE MANAGEMENT
A. 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
B. 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
C. 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
D. Timeline Connections
When you discover a new timeline, roll 1d6:
Roll | Connection Type |
—— | —————- |
1-2 | No direct connection to existing timelines |
3-4 | Shares major elements with one existing timeline (roll 1d6 on Shared Element table) |
5 | Directly branched from an existing timeline you've visited |
6 | Mirror variant of existing timeline (opposite Core Theme) |
E. Shared Element Table
When timelines share elements, roll 1d6:
Roll | Shared Element |
—— | ————— |
1 | Key historical events occurred identically |
2 | Same Key Figure exists in both timelines |
3 | Technologies developed along parallel paths |
4 | Cultural/societal structures mirror each other |
5 | Crisis has identical root causes |
6 | Your personal history is similar in both timelines |
F. Timeline Echoes
After significant actions in one timeline, roll 1d6. On a 5-6, an echo appears in 1d3 related timelines. Roll 1d6:
Roll | Echo Effect |
—— | ———— |
1 | An object you interacted with appears in the related timeline |
2 | A person remembers meeting you, though you haven't met in this branch |
3 | An event you caused/prevented happens/doesn't happen here too |
4 | Information you discovered is common knowledge here |
5 | A technology you interacted with exists in altered form |
6 | Your counterpart in this timeline made similar choices |
VII. ADVANCED MECHANICS
A. Temporal Echoes
- Your actions create “echoes” that appear across related timelines
- After significant events, roll to determine if an echo appears
- Echoes can be helpful or harmful depending on context
B. Fractured Identity
- After each timeline collapse, create a “Fragment of Self”
- These fragments represent how your identity evolves through trauma
- Collect 5 fragments to unlock your true nature and purpose
C. Temporal Loops
- Rare events may cause you to experience the same events repeatedly
- Each loop decreases stability but provides more information
- Breaking a loop requires identifying and changing a critical action
VIII. CAMPAIGN STRUCTURE
A. Victory Paths
1. **Prevention**: Stop The Causal Collapse across a critical mass of timelines 2. **Transcendence**: Gather enough identity fragments to evolve beyond timeline constraints 3. **Stabilization**: Create a new stable "anchor timeline" that can withstand causal degradation
B. Game End Triggers
- Three timeline collapses: Write final reflection on your Navigator's legacy
- Average Stability below 3 across all timelines: The multiverse begins final collapse
- Collection of all 5 identity fragments: Reveal your true purpose
C. Campaign Arc
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: 8
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: 6
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: 7
X. SAMPLE PLAY SEQUENCE
A. Starting a Session
1. Choose a timeline to visit (or start with initial timeline) 2. Roll for stability and adjust accordingly 3. Draw event from appropriate stability deck 4. Record initial details in journal
B. Resolution Example
Initial Setup:
- Timeline: Beta-7
- Current Stability: 6
- Event: “Scientist activates experimental reactor with unexpected results”
Action Declaration: “I will intervene to delay the activation”
Mutation Roll: 5 (Significant mutation)
- Your action shifts dramatically: Instead of delaying, you accidentally accelerate the process
Temporal Units 1-2:
- Resolution Order Check: Roll 5 (Another event happens first)
- A security guard notices your tampering before you complete your action
- You must adapt your approach given this new information
Temporal Units 3-4:
- Resolution Order Check: Roll 2 (Your action resolves as expected)
- Your accelerated activation occurs, but security is now present
- Stability Check: Roll 5 (Weaken) - Stability decreases to 5
Temporal Units 5-6:
- Resolution Order Check: Roll 6 (Another event happens first)
- The reactor begins overloading before you can respond
- Your final actions must address this new crisis
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.
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)
D. 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
E. 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 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.