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Earlier today, I saw this thread on Mastodon: https://writing.exchange/@jannik@norden.social/112965146817661555

In it, the poster wondered what solarpunk cars would look like, and speculated that we already agree that they'd be lightweight small cars with electric drive. I wrote up a few posts in response, and gathered up some reference images, and I think they might be useful for folks looking to add detail to streets in Fully Automated.

I'd argue that in a solarpunk world, most personal travel should be feasible with public transit in one form or another, and with bikes or other similar pedal/electric contraptions filling much of the last-mile needs. And FA! offers a wide range of vehicles from ropeways and airbus to trains and streetcars and ferries that fill those various public transit niches. Likewise, most cargo should be being moved by train, airship, or ocean vessel.

But that still leaves a lot of gaps: last mile transit, especially for heavy cargo, and personal conveyance for people with disabilities and other needs spring to mind. FA! has some wild/exciting stuff like personal rotorcoptors and gliders here, but what would some of the more mundane vehicles look like?

I think with most transportation handled by public transit, car-ready streets are likely going to be de-prioritized, if only as a matter of cost/resource allotment. I picture a lot of them shrunk down to make room for parks, gardens, and sponge-city permeable surfaces and basins, leaving something wider than a bike path, but narrower than our current default.

I think we'd see road networks used mostly to reach local destinations, and public transit hubs, and that the vehicles on those roads would generally travel much slower, and could be held to much lower safety standards than modern cars.

In real life there are a dizying array of contraptions people come up with in alternative vehicle competitions - hybrid electric, solar, and pedal-powered machines sort of partway between a bike and a car. If the roads are no longer the sole domain of cars and high speed limits, and bikes weren't restricted to narrow bike lanes and paths, I could see people building all sorts of things to suit their needs for local transportation and cargo capacity.

Ideally they'd be open source, DIY things which reuse as many existing parts and materials as possible. I've gathered up a few of my favorite examples here:

The vhelio modular electric/pedal hybrid vehicle looks pretty crude, but it offers a crazy variety of configurations, I could see some descendant of it, a bit more developed, being common on streets.

Here's another take on the design:

Electric rikshaws are a practical city vehicle, small but with large carrying capacity:

I'm not even sure how much taxonomic difference there really is between them and ebike tricycles:

I think the four-wheeled, cargo-hauling, recumbant velov armidillo bicycle cart is especially cool.

We might even see mini-car-like things like the UD MUUV Velocar:

I think the closest fit to modern day vehicles would actually be trucks (albeit often smaller and more utilitarian than many of the giant pickup trucks we have now). But for moving heavy items for the last few miles trucks are a good form factor.

I photobashed some art of one using a streetcar pantograph rig, set up to haul heavy stuff for a library of things:

Full post here: https://jacobcoffinwrites.wordpress.com/2024/01/16/library-economy-heavy-items-delivery-collections/

As for what they would look like - if we didn't need every vehicle to be able to fly down freeways and survive 180-mile-per-hour crashes, they could be much simpler than what we have now. Something along the lines of electric kei trucks, small cabs, large beds, not intended to double as a mini van or daily driver. This article had a kind of cool example: https://slrpnk.net/post/11465754

Another potential truck answer is Woodgas conversions of old Internal Combustion Engine trucks. https://solar.lowtechmagazine.com/2010/01/wood-gas-vehicles-firewood-in-the-fuel-tank/

I think these make sense for rural areas, for specific tasks, by farmers, forest managers, and others whose work takes them impractically far from public transit. Woodgas conversions emphasize reuse of existing machinery instead of new manufacturing. It doesn’t require high-tech electronics like electric vehicles.

These are less practical for the kind of quick trip to the store or daily commute which has shaped our current society. A woodgas vehicle takes awhile to start up, and because the fire needs to burn down, doesn’t make much sense for short trips. They might be used for hauling produce to town, supplies out to forest management camps, research sites, and other remote locations. And perhaps for road trips by campers and other people who might borrow one for awhile. I could also see hobbyists having a lot of fun with them.

The wood could be sustainably sourced, using scraps from sawmills, harvested invasive trees, brush, and even dedicated coppiced plantations of especially fast-growing trees like paulownia elongata. though its important to note that while this can be done well, the last time these vehicles were used in massive numbers (during WWII) they led to deforestation. They make sense in small doses, and with some careful management of their inputs.

One last bit of art - I featured a bunch of big woodgas trucks, smaller electric kei trucks, electric rickshaws, cargo bikes, and a modernized chinese wheelbarrow in this scene of McMansions being deconstructed and the materials salvaged in this photobash:

Full text here: https://jacobcoffinwrites.wordpress.com/2024/05/02/deconstruction-crew-disassembling-abandoned-mcmansions-so-the-material-can-be-reused/

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A gentleperson in the Discord opined that the world guide lacks definition in its addressing of all the major catastrophes. Specifically, they pointed out that these catastrophes are pivotal, culture-defining events. How we navigate them informs so much of the present. That means that it underserves the game world if they're hand-waved away.

This document is an opportunity to elaborate on how various problems were addressed and what marks they've left on society. Feel free to add your own ideas freely! We can edit for clarity later.

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This is from the solarpunk images collection of pickledtezcat. It was shared with me by @JacobCoffinWrites@slrpnk.net . Here's the description of this piece:

A bit of Afrofuturism with this one. One of the scenarios I'd like to include in my pen and paper RPG project.

I just discovered this artist, but I'm immediately going to reach out and see if they'd like to collaborate on anything RPG related. This is great.

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This is from the Utopic Cities collection by artist aerroscape: https://www.deviantart.com/aerroscape/gallery/91089978/utopistic-cities.

It was shared with me by @JacobCoffinWrites@slrpnk.net . I really love all these. Here is the artist description of this piece:

a back & front cover art commission for Lino Zeddies, an activist for a better world and author from Berlin. In his book UTOPIA 2048 he creates a what-if scenario, where you wake up in the year 2048, realizing how favourably the world has developped after major changes in the financial system have been made. His book is now available in many online stores printed and as e-book.


this is a photo manipulation to about 30%. Sources: altered, licensed and open source web photos, own photographs and google earth images


feel free to share this artwork! you may use the artwork non-commercially, according to the creative commons license (CC BY-NC-SE 4.0)

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This is a Powered By The Apocalypse game meant to run general space western adventures. It offers opportunities for play similar to Star Trek, Firefly, The Expanse, Babylon 5, etc.

First, as a general concept, I dig it. Second, I think the execution is solid. I'm looking through the quick start and the starter adventure, and this looks a lot like what I'd dream for the Fully Automated space expansion to resemble. It's tech level is quite a bit higher, but the structure and the art and everything is really well done.

The attached link is to their Kickstarter for the published edition. It's already been fully backed, but it only has a day left, so if anyone wants any of the rewards, act quick,

Here is a link to the Itch.io page. The game seems to have undergone about four years of development and refinement, and it looks very professional. https://goldenlassogames.itch.io/starscape

The Itch page no longer links to the game, as they've withdrawn the beta versions as they prepare for their official release, but the game docs are still available on the publisher's website through Google Docs:

https://drive.google.com/drive/folders/1xW13wUMX-WWKMuHA7dkjW6S4bzRkE3Fr

I would like to try this some time. And when we get around to a space expansion, I hope I might be able to talk to folks on this developer team, because their tastes are pretty much my tastes.

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cross-posted from: https://slrpnk.net/post/12129345

I’ve been working on writing a campaign(?) adventure module(?) For Fully Automated for the last couple months now. It’s the first piece of solarpunk fiction I’ve written, and it includes almost every setting concept I’ve been playing with in my Postcards from a Solarpunk Future series.

It’s a sort of treasure hunting adventure, where the players are on a quest to find several tons of illegally-dumped industrial waste, which is useful in the production of geopolymers. Through their investigation they’ll explore a mostly-abandoned town which is in the process of being deconstructed and rewilded, talk to locals and work crews, and hopefully unravel a cold-case murder mystery lost to the region’s chaotic past during the setting’s Global Climate War 60 years before.)

Writing this has been really fun - I think partially because I love worldbuilding, so I'm happily writing all the locations and options I can think of, knowing the players will only visit a subset of them.

I’ve gotten far enough along that I think I can start photobashing together some art for some of the locations the players might decide to visit (starting with this bike kitchen in the village where the game begins).

In my postcard about deconstructing McMansions to reclaim the building materials and rewild the land, a few people brought up simply repurposing the buildings. I’d been batting around the concept in my head for awhile before then, but had struggled to figure out how to render a scene that showed everything I wanted it to.

I ended up using pretty much every idea I had for those scenes in the campaign’s starting village (a planned community which has repurposed an abandoned wealth enclave and its golf course as communal housing, workshops, and a food forest. That means I can put together photobashes of specific spots within that village, which I think is more achievable.

So here’s the first of the set. It shows a little bit of a repurposed discount mansion, but focuses mostly on the old back yard. The concrete patio has been removed, the large lawns and nearby golf course have grown into proper forests, and public paths have been brought right up to the house. The pool house has been turned into a bike co-op, and the swimming pool has been converted into a sunken greenhouse or Walipini.

Generally when you end up with an old swimming pool you don’t want, your options are to tear it out and fill in the hole, just fill in the pool, convert it into a natural pond, or (perhaps the least common answer) build one of these. Which one you pick will likely depend on your goals, the quality of the structure, and how far down your water table is. If it’s too high, it can lift an empty pool like a concrete boat, or cause other structural damage. But if circumstances are right, and the pool is intact after being abandoned and empty for a good many years already, it might be worth repurposing.

There are some beautiful and solarpunk photos online of real life versions of these, which have a far grander scale than what I’ve depicted here. This is more like the old pineapple pits, or a fancy version of the citrus trenches. Who knows, maybe they even cut away part of the floor so they could plant into the ground below.

The above-ground portion of the greenhouse is backed with an earthen berm/raised bed meant to help it maintain a consistent temperature. The retaining walls of the tiered bed are made from repruposed, broken-up concrete (sometimes called urbanite), likely sourced from the concert patio which was replaced with wood chips for better water permeability. Some full-shade plants like rhubarb and mint have been planted on the back slope, and a grape arbor has been built over it. Sweet peas are growing along the side where there’s more light. Raspberries and wildflowers grow around the rest of the smaller yard space.

In the background of the scene, an old pool house has been converted into a bike kitchen, one locations where the players will be able to obtain transportation.

A network of paths have been built all throughout the village, the food forest, and the region beyond. Even the town the players will explore is riddled with small trails and paths which the locals have built in lieu of trying to maintain a full network of paved roads. This was inspired by my hometowns' network of backwoods trails, and the downsizing to achieve a maintainable transportation network described in this article. Some roads obviously still exist because they're useful, but others have been washed out and never repaired because none of the current residents need them for anything, while new trails cut straight through properties nobody has lived in for decades.

The buildings are painted with colorful murals. This is always a challenge for me in these photobashes. I love the idea of a society that makes art everywhere for its own sake and I'd hope a solarpunk society would abandon some of the obsession with property values and would decorate everything from buildings to machines, in all kinds of styles. That might mean folk art with historical roots, like the zapista murals, it might mean carved panels on cabinets, or etchings on tools, metal sculpture, or who knows what. Embellishment not for commercial value but as self expression and messaging. So the topics and content would vary a lot.

I think there's a bit of punk in that, in refusing to paint or decorate with an eye on the resale value, like your house is a product for others rather than your own home.

So I try to include murals, carvings, and other decorations in my solarpunk art. Unfortunately I've also found that in my postcards, where the buildings are usually part of a cluttered background, murals can kind of act like dazzle camouflage, making it hard to tell what exactly is happening. So I'm still figuring out what works and what doesn't. (Ideally, I want the contents of the mural to be clear while also allowing for the building and the assorted stuff attached to it (plants, solar panels, other tech) to be easily recognized and understood. It's challenging and something I might revisit someday. I did try a version where the bike kitchen's mural was made out of silhouetted bike parts, but it looked less obviously like a paint job on a building, so I went with the mandala for clarity for now.

Overall I think this'll work for now, and get us closer to a playable version, though I am still messing with it, looking for something that'll hit that adventure story vibe visually. I'm going much more line-art-and-flat-colors for the character portraits, so we'll see if that works here.

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cross-posted from: https://slrpnk.net/post/12129345

I’ve been working on writing a campaign(?) adventure module(?) For Fully Automated for the last couple months now. It’s the first piece of solarpunk fiction I’ve written, and it includes almost every setting concept I’ve been playing with in my Postcards from a Solarpunk Future series.

It’s a sort of treasure hunting adventure, where the players are on a quest to find several tons of illegally-dumped industrial waste, which is useful in the production of geopolymers. Through their investigation they’ll explore a mostly-abandoned town which is in the process of being deconstructed and rewilded, talk to locals and work crews, and hopefully unravel a cold-case murder mystery lost to the region’s chaotic past during the setting’s Global Climate War 60 years before.)

Writing this has been really fun - I think partially because I love worldbuilding, so I'm happily writing all the locations and options I can think of, knowing the players will only visit a subset of them.

I’ve gotten far enough along that I think I can start photobashing together some art for some of the locations the players might decide to visit (starting with this bike kitchen in the village where the game begins).

In my postcard about deconstructing McMansions to reclaim the building materials and rewild the land, a few people brought up simply repurposing the buildings. I’d been batting around the concept in my head for awhile before then, but had struggled to figure out how to render a scene that showed everything I wanted it to.

I ended up using pretty much every idea I had for those scenes in the campaign’s starting village (a planned community which has repurposed an abandoned wealth enclave and its golf course as communal housing, workshops, and a food forest. That means I can put together photobashes of specific spots within that village, which I think is more achievable.

So here’s the first of the set. It shows a little bit of a repurposed discount mansion, but focuses mostly on the old back yard. The concrete patio has been removed, the large lawns and nearby golf course have grown into proper forests, and public paths have been brought right up to the house. The pool house has been turned into a bike co-op, and the swimming pool has been converted into a sunken greenhouse or Walipini.

Generally when you end up with an old swimming pool you don’t want, your options are to tear it out and fill in the hole, just fill in the pool, convert it into a natural pond, or (perhaps the least common answer) build one of these. Which one you pick will likely depend on your goals, the quality of the structure, and how far down your water table is. If it’s too high, it can lift an empty pool like a concrete boat, or cause other structural damage. But if circumstances are right, and the pool is intact after being abandoned and empty for a good many years already, it might be worth repurposing.

There are some beautiful and solarpunk photos online of real life versions of these, which have a far grander scale than what I’ve depicted here. This is more like the old pineapple pits, or a fancy version of the citrus trenches. Who knows, maybe they even cut away part of the floor so they could plant into the ground below.

The above-ground portion of the greenhouse is backed with an earthen berm/raised bed meant to help it maintain a consistent temperature. The retaining walls of the tiered bed are made from repruposed, broken-up concrete (sometimes called urbanite), likely sourced from the concert patio which was replaced with wood chips for better water permeability. Some full-shade plants like rhubarb and mint have been planted on the back slope, and a grape arbor has been built over it. Sweet peas are growing along the side where there’s more light. Raspberries and wildflowers grow around the rest of the smaller yard space.

In the background of the scene, an old pool house has been converted into a bike kitchen, one locations where the players will be able to obtain transportation.

A network of paths have been built all throughout the village, the food forest, and the region beyond. Even the town the players will explore is riddled with small trails and paths which the locals have built in lieu of trying to maintain a full network of paved roads. This was inspired by my hometowns' network of backwoods trails, and the downsizing to achieve a maintainable transportation network described in this article. Some roads obviously still exist because they're useful, but others have been washed out and never repaired because none of the current residents need them for anything, while new trails cut straight through properties nobody has lived in for decades.

The buildings are painted with colorful murals. This is always a challenge for me in these photobashes. I love the idea of a society that makes art everywhere for its own sake and I'd hope a solarpunk society would abandon some of the obsession with property values and would decorate everything from buildings to machines, in all kinds of styles. That might mean folk art with historical roots, like the zapista murals, it might mean carved panels on cabinets, or etchings on tools, metal sculpture, or who knows what. Embellishment not for commercial value but as self expression and messaging. So the topics and content would vary a lot.

I think there's a bit of punk in that, in refusing to paint or decorate with an eye on the resale value, like your house is a product for others rather than your own home.

So I try to include murals, carvings, and other decorations in my solarpunk art. Unfortunately I've also found that in my postcards, where the buildings are usually part of a cluttered background, murals can kind of act like dazzle camouflage, making it hard to tell what exactly is happening. So I'm still figuring out what works and what doesn't. (Ideally, I want the contents of the mural to be clear while also allowing for the building and the assorted stuff attached to it (plants, solar panels, other tech) to be easily recognized and understood. It's challenging and something I might revisit someday. I did try a version where the bike kitchen's mural was made out of silhouetted bike parts, but it looked less obviously like a paint job on a building, so I went with the mandala for clarity for now.

Overall I think this'll work for now, and get us closer to a playable version, though I am still messing with it, looking for something that'll hit that adventure story vibe visually. I'm going much more line-art-and-flat-colors for the character portraits, so we'll see if that works here.

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Some pretty cool murals (ivanmontoya.art)

Just sharing / saving some dope mural art.

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The Fully Automated rulebook has some cool ideas on housing. I think this article has nice examples and discussions around features of successful apartment buildings/neighborhoods, including the vertical rather than horizontal stratification, which might be worth considering in solarpunk worldbuilding.

cross-posted from: https://slrpnk.net/post/11940937

Pocket link

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I just finished "Four Futures: Life After Capitalism" by Peter Frase. I'd meant to read this for a long time, but just got around to it. I wish I'd read it sooner. It's great!

https://www.goodreads.com/book/show/22551901-four-futures

I was familiar with the general premise, as it's an expansion on an article Frase wrote for Jacobin in 2011 by the same name.

Has anyone else read this?

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submitted 4 weeks ago* (last edited 4 weeks ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

I've had an idea bouncing around that I haven't been able to form into a sentence, and I'm looking for help.

I feel like within Fully Automated there is a particular recurring concept in the application of science and medicine and engineering that is thematically tied to solarpunk philosophy, but it's one I can't quite describe.

One example is the use of medical putty to close wounds, and how it is incredibly physical, and messy, and interpersonal. And this is meant to resembles the way that rejuvenation typically looks is in the biological world. This is kind of a distinct alternative to things like a "hypospray" in Star Trek: their healing is very abstract. Whatever problem a patient has, it's not visible, and it's cure barely engages with them physically. It almost resembles prayer in its degree of clean disengagement from the problem.

None of us were born into the world packaged like an iPhone and shoved through an interdimensional mail slot. We grew from cells inside of a human body that sustained us, and then got shoved out of it covered in mucus. Hurray!

I feel like this theme is repeated in a lot of technologies: from the idea of building things out of layers of resins or other composites as opposed to just stacking a bunch of bricks to the fact that going into cyberspace still requires you to feed light into your optic nerves and vibrate your tympanic membrane instead of just shoving a magic jellybean into the characters' brains and declaring that they're all permanently connected to WiFi now.

But I don't really know how to tie all of that into a sentence that explains the principle or concept that these are examples of. Does this make sense to anyone else? Possibly in a way that they can describe?

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Now that the game and adventure modules are out, we'd like more reviews in order to get taken more seriously when we reach out to professionals for blurbs and reviews.

The game is free, so all you have to do is make an account on DriveThruRPG if you don't have one, download the books, and after 24 hours if you go back to the product page, you can leave feedback.

All honest reviews are appreciated! You also don't have to read the whole thing to have an opinion. skim and report what you think.

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This looks really good, and really interesting.

It's also really long, though. Time to start working through it.

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Just a poem someone mentioned that I found touching.

Unfortunately, I can't figure out how to format the line breaks on Lemmy. Oh well.

I like to think (and the sooner the better!) of a cybernetic meadow where mammals and computers live together in mutually programming harmony like pure water touching clear sky.

I like to think (right now, please!) of a cybernetic forest filled with pines and electronics where deer stroll peacefully past computers as if they were flowers with spinning blossoms.

I like to think (it has to be!) of a cybernetic ecology where we are free of our labors and joined back to nature, returned to our mammal brothers and sisters, and all watched over by machines of loving grace.

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With the release of campaign 1, we've now released all the starting content planned within phase 1!

Check it out, tell your friends. and consider leaving a review!

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submitted 1 month ago* (last edited 1 month ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

This came up on Discord, and I thought it was with sharing more broadly:

Anyone have advice on handling a U-wolf PC? Anthropic bias is heavy. ... ok, got a coherant backstory from them, Third Generation from initial uplift, not all Aunts/Uncles are in the S5 range, and lifespan improvement is generationally incrementing upwarsd. All of the pack that raised them are at least S4+, Moms are Foresters/Wilderness managers, Dad is a radio astronomer and hobbiest fisherman. Walter Brown (the PC parawolf), is an informal coordinator using a BCI to keep connected to networks, and taking advantage of a very high Dunbar Number to maintain lots of distinct relationships.

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submitted 1 month ago* (last edited 1 month ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

cross-posted from: https://startrek.website/post/11678529

Happy Free RPG Day!

I saw this post last night just before the sale ended, and grabbed a free copy of the Star Trek Adventures RPG core rule book.

If anyone would like a copy, message me and I'll share my copy with you (which I think is acceptable: as a rule, I don't encourage piracy of RPGs because I want to respect the creative work of others, but I got this free on sale yesterday, so it seems reasonable to share copies person-to-person).

Having spent the morning reading it, I'm very impressed. I've made it a priority to try and learn from other RPGs, especially any that take place in some kind of positive future. And I'm especially interested in ones like Traveler, this, and The Expanse, because eventually I'd like to release a space-based companion to the core manual.

This is a very cool game book. It's really rich in lore, and does a great job making the world seem intelligible to play in. Contextualizing the technology and making sense of the conflicts and player experiences in such a world is no mean feat, but this RPG does a really good job, imo, demonstrating ways of doing that.

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submitted 1 month ago* (last edited 1 month ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

Our indie dev group just released our third playable adventure! This is the climax of a four-part set! It is now available for free on DriveThruRPG!

It’s for a free, open-source game system/setting we made that’s like cyberpunk in a post-scarcity society. Check it out! Honest feedback is appreciated.

A gang of whitehat biohackers suspect they're being targeted. That threat is about to get very real.

On a sunny summer day, your help is needed escorting a eccentric researcher to a meeting with their collegues. It's been six weeks since unknown actors staged a daring armed robbery on their laboratory, and tensions are running high. But when this mysterious adversary puts their plans into action, it'll take all your skills and judgement to avert a nightmare.

This story continues to build on the previous two in its scope, complexity, and challenges to give diverse player and character types opportunitites to see more places, meet more characters, and find ways to use their specialities to help their communities in a story with around 8 - 10 hours of content.

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Our second playable adventure is now available for free on DriveThruRPG!

An adventurer is facing a mind-bending medical crisis. Are you prepard to join the rescue party?

Psychonaut Psilosybe Vulgaris has fallen into a catonic state while testing a new psychadelic. Now her doctor and friends need the aid of some daring and capable first responders ready to do whatever it takes to find a cure, before her mind dissolves away to nothing!

As the second published adventure within the Fully Automated! solarpunk game catalog, Psychonautica is written for new players who are ready for a more free-form adventure. Unlike the short and simple demo mission, this one has twists, turns, and opportunities for GMs and players to tell stories with a bit more freedom.

Respond to a medical emergency! Explore the wild mental dimension of neurospace! Meet a wilder, wider world of characters in a story that stands on its own while planting the seeds for an even more climactic sequel!

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Firebreak! A game of directable fire. With it's origins in the burning years and needing to train children to handle PPE for smoke, it's gradually evolved into a more playful mode. Over several days the competitors build quickwood structures and an artificial forest. The teams have "home trees" to protect and defend, and a limited supply of water to extinguish it. The central artificial forest is ignited and let spread before the teams can leave (leaf) their home trees. The sport supports a variable amount of teams. In some rural areas It's also considered a coming of age ritual in forested areas, which imparts valuable lessons about life and rescue work.

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I found this story on Mastodon, about a maritime shipping disaster and the first-on-the-scene, questionably-legitimate emergency responders who rescue crew, contain the ecological impacts, and restore infrastructure damaged by a megafreighter crash before the official response can get into gear. And who take a bunch of loot when they leave.

Fully Automated's setting is generally more responsible than the capitalist one suggested in this story, so there might be less of a vacuum for a group like this to fill. But the world is big and varied, and it has a messy history, with plenty of war and strife, in which groups like this could thrive. Some of them may still be around. And some regions might just genuinely need someone to step up and respond to disasters, regardless of legitimacy.

Either way, I think it's a neat concept with decent execution.

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I love everything about this, especially the gear and tactics. So badass.

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The vote to elect a new chair of the Pacifica Grid closes in four days, and an auditor thinks there's something suspicious going on. Records of an incident for the lead candidate's past have been destroyed in a cyberattack, and the manager responsible for the files is being mysteriously tight lipped. Keeping power in the right hands requires answers, and it's going to take a few determined problem solvers to get them!

After releasing the core game manual a week ago, we've now released our first playable adventure. It's a concise little one-shot that can be played in 2-4 hours, written specifically as an easy entry point into the game's world and rules.

Like the game itself, it's FREE! So check it out, tell your friends, and if you like this weird little story of hard-science sci-fi intrigue, please leave us a rating and review!

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Fully Automated RPG

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This community is for discussing solarpunk tabletop gaming, organizing games, and sharing questions, new content, and memes.

For more info visit fullyautomatedrpg.com.

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