When there's a new RPG on the block claiming to do #Solarpunk, I'm obviously interested. Recently, @FullyAutomatedRPG made its way to me via so I'm giving it a look. What does it want to do?
When there's a new RPG on the block claiming to do #Solarpunk, I'm obviously interested. Recently, @FullyAutomatedRPG made its way to me via @fiction so I'm giving it a look. What does it want to do? It wants to be a kind of D&D for Solarpunk – a big kitchen sink game that becomes a cornerstone for the genre. That's… Hm, I like my RPGs written with a lightning focus on telling specific stories, so I feel like I'll be biased against #FullyAutomated, but let's see. 1/8
Again, I think criticism is productive. If readers find omissions, I still consider that a way to contribute to their creative process. I hope that just as I can appreciate that this doesn't suit your tastes, you might find this worth recommending to ppl whose tastes you don't share. For folks looking for an OSR game that presents a positive version of anarchy, I think they'll find the themes of infrastructure, community, etc more present than you'd imagine.
I think especially Dream Askew, which brought us the original Belonging Beyond Belonging, is a really interesting inspiration / direction for such themes.
While it might not be a game for me, I loved the queer community roles for all the characters - and how their story beats function within the narrative.
I'm sure it's good, but it's too dark for me. I'm a big softy. I like settings where the only queer strife is the burden of managing drama amongst one's exhausting network of current, former, and future lovers in the welcoming, convivial world we all deserve.
@FullyAutomatedRPG@8petros@Anaphory@fiction that's an interesting take, because for me the Dream Askew setting is surprisingly hopeful, because you can feel the community is there behind you. I would feel much... wholesome? safer? hopeful? playing Dream Askew than any game where myself and the other players are not actively integrated within a community.
It's a 90's retrofuture cyberpunk, but it goes back to the roots: it is about grassroots movements, social solidarity of the lower class, where the implants don't make you inhuman, they just make you _dependent on the evil corpos which can ruin your life_?
@FullyAutomatedRPG@8petros@Anaphory@fiction The Hard Wired Island, despite claiming to be #cyberpunk , is _almost_ a #solarpunk#ttrpg for me when it comes to presenting its world: it talks a lot about community (both on individual and societal role), infrastructure, non-trivial problems, complex identity, unions, grassroots...
Capitalism? No thanks. Good cyberpunk is anti-capitalist. It's about how technology without ethics can make social inequality worse. The wealthy use it to cement their power and perpetuate the status quo, while marginalized communities are kept that way. The PCs want to use it to break the current system. They work against their enemies, not for them.
Cyberpunk should be relevant. It is a study of where our society could go in the coming years. The issues faced by people in a cyberpunk setting should have some relevance to issues faced by the audience, even if they're not the same. Retro future, present problems.
Cybernetics are not inherently good or bad. Like most tech, what matters is how it's used. The problem is that cybernetics often serves the needs of capital rather than people; Any alienating or dysphoric effects come from being reshaped into some corporation's property. There is no mechanic that suggests wearing a prosthetic makes you less human, or prone to mental illness; instead, the tradeoff of augments is adding to your financial burdens.
Cyberpunk is not just an aesthetic. Cyberpunk shouldn't just be about the neon-lit adventures of a group of trenchcoat futurists as they amass wealth and power through violence. Hard Wired Island is about a group of marginalized people using technology to try to change the status quo.