Let's just start with the definition of the World-Lines.
So from what I get, the "world" and the "world-lines" in S;G can be compared as a rope, with the rope itself as the "world" and the smaller strings which intertwined to make the rope as the "world-lines".
There are almost infinite world-lines, but only ONE is 'active' at any given time. Every world-line that isn't active merely exists as "possibilities" (metaphorically, they're like computer program clauses that never got triggered because the user never input the required data). Each world-line is a world where EVERYTHING is predetermined. That is, the facts do not change even if the events are somewhat different.
If something that's not supposed to happen in that world-line happened anyway, then the world-line will shift to corresponding world-line, altering the memories of EVERYONE to match that world-line. Since the rule that everything in a world-line is predetermined, this memory-altering actually works with a lot of consistency.
Feel free to discuss.
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