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
First: I think it's key to recognize that this is an OSR game. There are lots of great world building games and solo cozy games, etc, but this is meant to give a certain traditional experience. Mechanics are included where necessary - namely combat and progression - but it assumes the players are a group of friends looking to roleplay, get up to shenanigans, and make memories.
2nd, I think checking the solarpunk bonafides is a less productive analysis than asking what use it might serve.
I think the reimagining of real places like my beloved Los Angeles is a worthwhile contribution to the genre. I think the character creator adds unique guidance for creating PCs that break a lot of RPG molds. And I think the playable adventures offer more substance and style than you might expect.
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.