Yet Another JumpChain Introduction

The XKCD comic about competing standards, but it’s about competing jumpchain introductions instead

Introduction

JumpChain is a solo roleplaying game/choose-your-own-adventure/writing prompt about characters (possibly, but not necessarily self-inserts) that travel between worlds, usually worlds drawn from fiction. It stemmed originally from the long culture of CYOA image macros on 4chan’s /tg/ board; it quickly outgrew that general thread and was moved to its own thread which has been going more or less ever since.

What’s a CYOA? Basically, an image macro with a few appealing choices. You pick the choices you like, post them in the thread, then discuss them. JumpChain is the extension of that — what if you imagined the same character moving between multiple adventures, keeping the choices they’ve already made and factoring that into how they choose in future?

The base prompt is simple: a god-like entity offers to place you into the world of Pokemon (or another fictional world) for ten years, offering you 1000 points to spend as you will among a number of attractive options; either enhancements to yourself (such as physical fitness or supernatural abilities) called Perks, various useful items called Gear, or people to join you on your adventure, called Companions. If 1000 points aren’t enough, you can also take Drawbacks, which grant you more points but hinder you in some way. With the points tallied up, you (the Jumper) are sent on your way to adventure for 10 years. Following that, you can choose to stay, go home, or go on a new adventure in a new world, which follows the same rules; the “Jumps” in the “Chain”. Your Drawbacks are revoked, but you get to keep Perks, Gear, and Companions (the latter if they consent to stay). The price? You have to entertain the entity that sent you. The definition of “entertain” is very broad.

It’s fun to just think about what the best choices are and make a chain out of that, thinking about the adventures you’d get up to and how you’d survive for stints of ten years in increasingly dangerous worlds, while also keeping your benefactor happy. For me, though, the real fun comes from using it as a writing prompt. An inherent element of danger is built into most settings, but introducing a Jumper introduces chaos and uncertainty. The shenanigans almost write themselves.

Where To Start

It’s best to just jump in (no pun intended) — this is a hobby that benefits a lot from doing your own legwork.

The core currency of JumpChain is the Jumpdoc. This is a document, usually a PDF file or Google Doc, that describes the world to be jumped to and offers you 1000 points to spend among a number of enticing options. There are some on this domain, but your best bet is to explore the community drives:

If you’re lost, start with Quicksilver’s jumps in DriveAnon’s drive - this is a convenient bundle all in one document. The Pokemon Trainer jump is the traditional starting point, as it contains an explanation of the rules and many of the core assumptions.

I’m lazy, explain the rules to me

Everyone interprets the rules differently, and this diversity is prized by the JumpChain community. There’s no canon list of rules, and even the basic rules set down by the original creator (Quicksilver) are open to interpretation. The ultimate piece of advice is: “Fanwank it.”

Here are the rules and assumptions I use, though.

Basic Mechanics

  1. The Jumper’s adventure is a Chain of Jumps — stints of up to 10 years or more in different universes — hence, JumpChain.
  2. They are sent on this journey by their Benefactor, with whom they have a relationship of some kind.
  3. The Jumper is subordinate to their Benefactor. If at any point the Benefactor feels they are not entertaining or have otherwise failed in their mission, the Jumper will chainfail (be sent home).
  4. If the Jumper dies in a jump, they chainfail and return home.
  5. Worlds the Jumper has previously visited (including their home) are frozen in time.
  6. In each Jump, The Benefactor offers Choice Points (CP) to spend on Perks, Gear, and Companions.
  7. The Benefactor offers more Choice Points in exchange for Drawbacks.
  8. At the end of a Jump (as standard, ten calendar years), the Jumper’s Drawbacks are revoked, and they are given the choice to Go Home (return to their home universe), Stay Here (stay in the universe of the current jump), or go Onwards (jump again).
  9. Powers or technology that should not work in a setting (such as magic in a universe where magic doesn’t exist) work if CP was spent to acquire them; this is referred to as Fiat.

Supplements

  1. All Jumpers, unless stated by custom scenarios, gain access to the Body Mod and Cosmic Warehouse supplements at the end of their first Jump.
  2. Otherwise, Supplements may be added whenever the author (i.e. you, the player) feels is appropriate; usually granted by the Benefactor or another entity.
  3. Custom scenarios may be designed by the author either from scratch or by using any of the many documents created for this purpose - the ones I know of are:

Companions and Followers

  1. There is a distinction in those that join the Jumper between “Companion” and “Follower”. A Companion is someone who has had CP spent on them, either by acquiring them in a Jumpdoc, or by importing them as a Companion in a Jumpdoc that gives the option of importing companions. A Follower is any old scrub that consents to follow the Jumper, but has not had CP spent on them.
  2. “Consent” to follow the Jumper does not require revealing the nature of JumpChain to them at the time, just a normal expressed desire to adventure with the Jumper.
  3. Companions or Followers that consent are taken to the Warehouse at the end of a Jump.
  4. Any Companions or Followers not actively on a jump are in stasis in a pocket dimension controlled by the Benefactor. They do not age, die, get further along in pregnancies, make progress in cultivation, or have any other effects of time occur to them while in stasis.
  5. Companions do not age normally; they take the age of their backgrounds as they are imported.
  6. Followers age normally, i.e. their age increases in linear time alongside time they are not in stasis.
  7. Followers may be promoted to Companions by being imported and having CP spent on them.
  8. Companions may not be demoted to Followers.
  9. Any Companion or Follower that does not consent to continue jumping at the end of a Jump will be returned to their home universe.
  10. Companions that die in a Jump return to the Warehouse after 48 hours. If the Jumper does not have or cannot access their Warehouse, they instead are sent to the Benefactor’s pocket dimension and into stasis.
  11. Followers that die in a Jump die for real, according to the rules of the universe they are currently in.

Worldbuilding

  1. All possible worlds exist, in a complex infinity — an infinity of infinities. Multiple multiverses exist. From the point of view of a universe, the “local multiverse” is the cluster of universes similar to it in some way. If characters in a canon setting travel through the “multiverse”, they are in fact traveling within a local multiverse.
  2. The Jumper is not the only Jumper in existence.
  3. The Jumper’s Benefactor is not the only possible Benefactor.

“Legacy Patches”

  1. Companions and Followers may enter jumps where there is no Companion section or no import option for free, but they do not gain CP or Companion status from this.
  2. The Cosmic Warehouse’s Stasis Pod option is no longer necessary due to how Companions now work.
  3. The order of Jumps is not chosen by the creator (i.e. Quicksilver), but by the author (i.e. the player) through either choice or random chance.
  4. Jumpers do not have to be self-inserts.
  5. Pokemon from the Pokemon Trainer jump are Followers (because CP was not spent on them), except the starter, who is a Companion (because CP was spent on them).

Personal Rules

  1. I must write at least 1000 words per jump, not including epilogues.
  2. I may fudge point totals by up to 100 CP if it serves the purpose of the story.
  3. The answer to the question “does this perk synergize with that perk?” is always “yes”.

Further Reading

You will probably want to check out one of the many Jumpchain communities. Many of them have their own FAQs and introductions that you may find more useful than this one. As always, make sure to lurk to pick up the local culture before you post.


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