Renso
A Solo Journaling RPG of Poetic Parallel Lives
Introduction
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.
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
Timeline Branches
Your character exists across multiple parallel timelines branching from key decision points. Each timeline represents a different path taken at critical junctures.
Causal Stability
Each timeline has a stability rating from 10 (perfectly stable) to 0 (complete causal collapse). As you take actions within a timeline, especially significant ones, stability decreases. Lower stability creates unpredictable effects in both the narrative and the poetry you generate.
Haiku Evolution
Each timeline begins with a root haiku that evolves into a linked chain of poems (renso) reflecting developments in that reality. The structure and content of these poems both reflect and influence timeline stability.
Action Resolution Queue
As stability decreases, the predictable flow of cause and effect begins to break down. Actions may resolve out of order, create paradoxes, or resonate across timelines.
Game Materials
- Journal or digital document for tracking timelines
- This rulebook with lookup tables
- Two twenty-sided dice (2d20)
- One six-sided die (1d6)
- Stability trackers for each timeline (can be simple number notations)
Getting Started
Character Creation
Begin by establishing your character with these elements:
- A name and basic identity
- Three core values or traits
- A significant decision they face (this will create your first branch)
- A background situation that contextualizes their choice
Root Haiku Creation
Create a root haiku that encapsulates your character and their initial situation. This serves as the poetic anchor for all timelines. You may write this yourself or generate it using the Haiku Lookup Tables.
A haiku consists of three lines:
- Setting Line (5 syllables): Establishes place, time, or initial image
- Development Line (7 syllables): Expands or develops the initial concept
- Turn Line (5 syllables): Provides a shift, conclusion, or new perspective
Example:
morning tea steams up old photograph reflects back choices not yet made
Initial Timeline Setup
- Create your first narrative entry describing the character's situation
- Identify the pivotal choice that will cause the timeline to branch
- Create 2-3 separate timelines based on different choices
- Each timeline starts with a Stability Rating of 10
Core Gameplay Loop
1. Select a timeline to focus on 2. Generate a new haiku verse for this timeline based on current stability 3. Write a narrative entry describing events or decisions 4. Record any actions taken and adjust stability accordingly 5. Resolve any triggered effects from the haiku 6. Move to the next timeline or continue in the current one
Action System
Actions represent significant choices, events, or developments in a timeline. When recording actions:
1. Name the action (e.g., "Confront the stranger," "Accept the job offer") 2. Assign an impact level: * Minor (-1 Stability): Everyday decisions with limited consequences * Moderate (-2 Stability): Significant choices affecting relationships or circumstances * Major (-3 Stability): Life-altering decisions that fundamentally change direction 3. Place the action in the timeline's resolution queue 4. Resolve according to current stability level
Resolution Queue by Stability Level
- Stable (7-10): Actions resolve in the order placed
- Wavering (4-6): Roll 1d6 for each action; on a 1-2, it resolves out of sequence
- Unstable (1-3): Randomize resolution order using 1d20 for each action
- Collapse (0): Roll on the Causal Collapse table for each action
Haiku Generation System
Creating Haikus Based on Stability
Stable Timeline (7-10)
Use the standard Haiku Lookup Tables:
1. Roll 1d20 for each line on the appropriate table 2. Lines appear in standard order: Setting → Development → Turn 3. Modify words slightly to better fit your narrative if desired
Moderate Instability (4-6)
1. Roll 1d20 twice for each line and choose one result or combine elements 2. Roll 1d6 to determine line order: * 1-4: Standard order * 5: Development → Setting → Turn * 6: Setting → Turn → Development 3. Check for Unstable Triggers (⚡) in the results
High Instability (1-3)
1. Roll on the Paradox Tables instead of standard tables 2. Roll 1d6 for each line to determine order (completely random) 3. Apply one text effect from the Reality Distortion Table to the haiku
Causal Collapse (0)
1. Roll on the Collapse Tables for all lines 2. Apply two text effects from the Reality Distortion Table 3. Roll 1d6: On a 1-2, duplicate one line at random
Unstable Trigger System
When you roll an entry marked with ⚡ (Unstable Trigger):
1. Roll 1d20 on the Causal Ripple Table 2. Apply the effect to both the narrative and future haikus 3. Note the ripple effect in your journal
Stabilizing Haikus
You may attempt to restore stability by crafting a specialized haiku:
1. Sacrifice your next action 2. Roll or select from the Anchoring Tables 3. Craft a haiku using at least two elements from these tables 4. Increase stability by 1-3 points depending on how well the haiku addresses current timeline issues (you decide)
Timeline Resonance
Creating Connections Between Timelines
Certain elements can create resonance between parallel timelines:
Word Anchors
When you repeat specific words or phrases across three consecutive haikus in a timeline, they become “anchored” and remain consistent even during instability.
Cross-Timeline Echoes
When identical or very similar phrases appear in haikus across different timelines, mark them as Echo Points. These create thin spots between realities where:
- Information might leak between timelines
- Objects could appear in multiple realities
- Characters might experience déjà vu or glimpses of other paths
To check for echoes:
1. After creating a new haiku, compare it with recent haikus from other timelines 2. Mark any matching words, images, or themes 3. When three or more matches occur, roll on the Echo Manifestation Table
Lookup Tables
Setting Line Table (1d20)
1. Morning frost sparkles ⚡ 2. Autumn leaves falling 3. City lights flicker 4. Mountain peak rises 5. Ocean waves breaking 6. Evening shadows grow 7. Cherry blossoms fall 8. Distant thunder rolls ⚡ 9. Moonlight on water 10. First snowflake drifting 11. Summer heat ripples 12. Old clock ticking down 13. Rain taps on windows 14. Broken mirror shows ⚡ 15. Starlight pierces through 16. Empty room echoes 17. Garden pathway winds 18. Train whistle calling 19. Desert sand shifting ⚡ 20. River current flows
Development Line Table (1d20)
1. across the silent meadow 2. beneath stormy gray skies 3. in memories long buried 4. while shadows grow longer 5. between moments of stillness 6. through years of wondering why ⚡ 7. as time unravels slowly 8. where pathways intersect twice 9. despite warnings unheeded 10. among forgotten keepsakes 11. like whispers from the past 12. during unexpected pauses 13. beneath layers of meaning ⚡ 14. against all expectations 15. within circles of knowing 16. around corners once hidden 17. beyond rational thinking ⚡ 18. until dawn breaks through darkness 19. after promises were made 20. without looking backwards once
Turn Line Table (1d20)
1. time stands still 2. truth reveals itself 3. hearts find peace 4. journey begins now 5. nothing remains same 6. choices multiply ⚡ 7. patterns repeat twice 8. doors close forever 9. worlds collide softly 10. memories return 11. secrets stay buried 12. destiny awakens ⚡ 13. reality shifts gears 14. yesterday returns 15. tomorrow dissolves 16. questions go unanswered 17. answers prompt questions ⚡ 18. mirror shows stranger 19. paths converge again 20. light finds a way through
Paradox Tables
Paradox Setting Line (1d20)
1. Future already past 2. Unremembered memory 3. Shadows cast by light 4. Silence screams loudly 5. Empty fullness spills 6. Forgotten remembrance 7. End before beginning 8. Brightness dims vision 9. Present yet absent 10. Winter's summer heat 11. Whispers deafen ears 12. Living while dying 13. Known yet mysterious 14. Distance draws closer 15. Stationary movement 16. Chaotic pattern forms 17. Singular multitude 18. Lost when found again 19. Invisible presence felt 20. Elsewhere and nowhere
Paradox Development Line (1d20)
1. where endings function as beginnings 2. through doorways that weren't there before 3. despite happening tomorrow instead 4. yet occurred before it was thought of 5. as memories from futures not chosen 6. within spaces between heartbeats hung 7. though causes follow their effects now 8. while same moment repeats differently 9. between versions of self contradicting 10. as linear time folds onto itself 11. when both alive and dead simultaneously 12. through eyes that see what isn't there 13. despite branches that grow from no roots 14. while truth and falsehood merge as one 15. where absence makes presence stronger felt 16. though words unspoken resonate loud 17. as circles that somehow have endpoints 18. when stillness generates movement unseen 19. though never meeting yet always together 20. where impossible becomes necessary
Paradox Turn Line (1d20)
1. here yet never was 2. both yes and no 3. forgotten memories 4. created destroys all 5. unchanging transforms 6. broken becomes whole 7. ends where it begins 8. contradictions align 9. always yet never 10. nothing contains all 11. outside lies within 12. truth reveals falsehood 13. separation unites 14. emptiness fills up 15. absence makes present 16. closed path leads out 17. finished just starting 18. one becomes many 19. loss creates gain 20. stranger is self
Collapse Tables
Collapse Setting Line (1d10)
1. Fr_gmented re_lity 2. T-me-l-ne c-ll-ps-ng 3. CausalChainBroken 4. SYSTEM:ERROR:404 5. [REDACTED] exists 6. Quantum wave crashed 7. Reality unw#@&!ing 8. Schrödinger'sTimeline 9. P̴a̷r̶a̸d̷o̵x̸ ̴d̷e̴t̶e̸c̵t̸e̴d̵ 10. Recursion recursion
Collapse Development Line (1d10)
1. where where where where where where where 2. as causality.exe has stopped working 3. while [ERROR: REFERENCE NOT FOUND] 4. through cracks in perception widening 5. across dimensions folding impossibly 6. when past/present/future/converge.now 7. yet never existed in first timeline 8. despite logical contradictions mounting 9. between ∞ possibilities collapsing 10. within the void that consumes itself
Collapse Turn Line (1d10)
1. never was will be 2. END/BEGIN/REPEAT 3. ŗ̷̻̌e̵̘̅̕a̸̭̅̒l̸̢̩̊i̷̳͝t̸̯̿̍y̵̧̤̏̄ ̴̜̣̊f̴̢̧̛a̷̪̻̓l̶̛̠̎l̸̳͋̽s̷̙̀ 4. [SYSTEM RESTORED] 5. mirrors shatter self 6. infinite loop trap 7. divided by zero 8. logic breaks apart 9. < no data found > 10. ...
Reality Distortion Table (1d6)
1. Reverse one line completely (write backwards) 2. Replace vowels with symbols (a=@, e=&, i=!, o=%, u=^) 3. Insert random spaces between syllables 4. Remove all punctuation and write in all caps 5. Repeat one word three times in sequence 6. Replace one key word with [REDACTED]
Causal Ripple Table (1d20)
1. **Temporal Echo**: An event from another timeline manifests briefly in this one 2. **Paradox Point**: Two contradictory versions of an event occur simultaneously 3. **Reality Glitch**: A previously established fact changes retroactively 4. **Divergence Node**: A new timeline branch forms unexpectedly 5. **Causal Inversion**: An effect precedes its cause 6. **Timeline Bleed**: Characters experience memories from other timelines 7. **Object Duplication**: Something exists in two places simultaneously 8. **Phantom Person**: Someone appears who doesn't belong in this timeline 9. **Temporal Loop**: Events repeat exactly the same way 10. **Probability Storm**: Multiple versions of next action play out 11. **Quantum Observer**: Character becomes aware of timeline instability 12. **Decision Echo**: Character must remake a previous choice 13. **Timeline Convergence**: Two previously separate timelines begin to merge 14. **Causal Knot**: Actions become impossibly interconnected 15. **Reality Anchor**: One element becomes fixed and unchangeable 16. **Temporal Displacement**: An event from far future/past appears 17. **Manifestation**: A concept from a haiku becomes literal reality 18. **Ghost Action**: An action was taken but leaves no consequence 19. **Deja Vu**: Character has perfect foreknowledge of next event 20. **Stability Cascade**: -2 additional Stability (timeline deteriorates rapidly)
Anchoring Tables
Anchoring Words (1d10)
1. Foundation 2. Certainty 3. Pattern 4. Bedrock 5. Center 6. Constant 7. Truth 8. Connection 9. Grounded 10. Balance
Anchoring Images (1d10)
1. Mountain 2. Root 3. Keystone 4. Thread 5. Bridge 6. Pillar 7. Horizon 8. Compass 9. Anchor 10. Path
Anchoring Concepts (1d10)
1. Continuity 2. Harmony 3. Symmetry 4. Cycle 5. Order 6. Structure 7. Clarity 8. Resonance 9. Alignment 10. Framework
Echo Manifestation Table (1d10)
1. **Memory Transfer**: Character gains knowledge from another timeline 2. **Object Crossover**: An item from another timeline appears briefly 3. **Emotional Resonance**: Character feels emotions from their alternate self 4. **Skill Echo**: Character temporarily gains abilities from another timeline 5. **Message Across Realities**: Clear communication between timeline versions 6. **Causal Reinforcement**: +2 Stability as timelines align briefly 7. **Merged Moment**: Character experiences two timelines simultaneously 8. **Inspiration Flash**: Insight about how to resolve a problem from alternate path 9. **Timeline Vision**: Brief glimpse of how another timeline develops 10. **Quantum Entanglement**: Actions in this timeline now affect another one directly
Ending The Game
A game of Renso can end in several ways:
Natural Conclusion
Play until you feel your character's story has reached a satisfying conclusion across the various timelines. This might be when:
- 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 “reset” to a previous decision point
- 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.
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
The Echo Mapping Ritual When an Echo Chamber forms, the player performs the “Echo Mapping Ritual”:
Create the Echo Haiku: Write a new haiku using only elements that formed the chamber Chamber Classification: Based on the Echo Haiku's dominant elements, determine 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
Advanced Echo Mechanics Echo Cultivation Players can intentionally cultivate Echo Chambers by strategically repeating elements:
Echo Seeds: Designate up to three words in each haiku as “Echo Seeds” 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
Chamber Degradation Echo Chambers don't persist indefinitely:
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
Echo Collapse Effect When a chamber runs out of integrity points:
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)
Strategic Depth: Chamber Networks Multiple chambers can connect to form “Chamber Networks” with enhanced capabilities:
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