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Fully Automated RPG

  • allpoetry.com All Watched Over By Machines Of Loving Grace by Richard Brautigan

    Comments & analysis: I like to think (and / the sooner the better!)

    All Watched Over By Machines Of Loving Grace by Richard Brautigan

    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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  • Our starter campaign, Campaign 1: Regulation is done! Check it out!

    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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  • What tools and built environments would enhanced/uplifted wolves use?

    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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  • The Star Trek Adventures first edition Core Rulebook pdf free for Saturday, June 22
    modiphius.us Star Trek Adventures Core Rulebook - PDF

    Extensive exploration of the United Federation of Planets and its galactic neighbours in the Alpha, Beta and Gamma Quadrants. Guidelines on how to run an adventure of exploration and discovery for the crew of a Federation starship.

    Star Trek Adventures Core Rulebook - PDF

    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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  • Adventure 3: "Piece of Mind" is out now!

    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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  • Adventure 2: Psychonautica! Is now live on DriveThruRPG!

    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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  • The sport "Firebreak" was proposed in Discord, and I wanted to save it publicly

    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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  • The other big solarpunk RPG (Solarpunk 2050) just released new content!
    dice.camp Solarpunk 2050 (@solarpunk2050@dice.camp)

    I have just released the #Free #Solarpunk #TTRPG #Quickstart: The World Destroying Machine from the #Solarpunk2050 Sourcebook as a standalone product. Get it here: https://www.drivethrurpg.com/product/483769/Solarpunk-2050--Quickstart-The-world-destroying-machine Just add #Fate condensed and players...

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  • A cool idea for a nautical campaign - a faction of emergency response pirates
    sociale.network Clockwork ☃️✒️ (@clockwooork@sociale.network)

    Allegato: 1 immagine 💾 Here's my latest #Solarpunk #Thriller #ShortStory! :blobrainbow: A megafreighter shipwrecks next to the Aeolian Islands. The crew abandons the ship and its cargo to its destiny, ecological disaster is inevitable... unless the pirates of the Meteorina can salvage the situat...

    Clockwork ☃️✒️ (@clockwooork@sociale.network)

    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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  • This meme was inspired by the response to a meme I posted about this game on r/worldjerking

    This is the post: https://www.reddit.com/r/worldjerking/comments/1d92dkp/rate_the_political_factions_in_my_totally/

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  • Testing out Pixelfed. Could this be a good tool for sharing art assets?
    pixey.org Andrew R Gross (@andrewrgross@pixey.org)

    Photos from around the entrance to the California Academy of Sciences in San Francisco

    Andrew R Gross (@andrewrgross@pixey.org)

    I've been talking with folks about what might be the best tools for sharing photos for use when running games. In addition to maps, I enjoy showing players art and photos as backgrounds. We usually play on Roll20 virtual tabletop, and it acts like a little dollhouse or stage background.

    Here are four photos I took outside the California Academy of Sciences, which is a museum in San Francisco with pretty solarpunk architecture. Does this seem like a useful way to collect up visual assets and make them easy for folks to find?

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  • I could see these walking houses (or their descendants) fitting FA's setting

    Between the large swaths of rewilded land in Fully Automated's setting (which is protected from any permanent development/dwelings) and the general availability of high tech stuff, I could totally see slow, wandering, nomadic houses being a thing (for good or ill, depending on who in the setting you ask).

    !

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  • FA!'s first adventure module, "A Demonstration of Power" is out now!

    >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!

    https://www.drivethrurpg.com/en/product/482551/fully-automated-a-demonstration-of-power

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  • Need inspiration on why someone powerful might commit crimes even in a solarpunk society? The Swindled podcast goes in-depth on a wide range of white-collar crimes
    swindledpodcast.com Swindled - True Crime Podcast Exposing Greed - Listen Now

    Swindled is a true crime podcast about white-collar criminals, con artists, and corporate evil. Watch our latest episodes, our shop & join our rewards program.

    Swindled - True Crime Podcast Exposing Greed - Listen Now

    I've been thinking about campaigns and discussing possible plotlines with my SO, and while we were talking about options for investigations and the reasons people might commit crimes even in a solarpunk society where everyone has enough, and they reminded me of this podcast which focuses on white collar crimes, their impacts on society, and the investigations around them.

    Especially if your players are interested in playing investigators, I think there's a lot of potential in learning about the motivations and tactics of the rich and powerful in everything from taking shortcuts that make unsafe buildings, to illegally dumping chemical waste.

    If you'd like to do that learning by listening to an entertaining podcast read by a fellow with a remarkably dry sense of humor, I'd very much recommend it.

    Semi related, I'm currently planning a session or short campaign around searching for a decades-old illegal dumping site so it can be remediated, while providing useful inputs to geopolymer manufacturing.

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  • Fully Automated! RPG is now available for download on DriveThruRPG!

    Guess what?

    WE'RE LIVE!!!

    Fully Automated RPG is now available for "purchase" on DriveThruRPG!

    https://www.drivethrurpg.com/en/product/481979/Fully-Automated-Solarpunk-RPG

    If you haven't yet had a look, check us out now! The book is free as in speech, and free as in beer! And if you like what you see, please rate us, review us, and tell your friends! (or foes!)

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  • Very positive feedback from a GM tester

    A GM play tester posted this on the Discord, and I'm very excited by this feedback. I think it's a great testimonial to share, and also a confirmation of our overall approach. Making the game system-flexible was a priority, so I'm really glad to hear that it works in actual use that way.

    >@andrewrgross when I joined this discord like half a year ago or more, you asked me to share my thoughts on the game. I have finally had a chance to play. Or well, a completely overhauled version of the game, so I'm not sure if my thoughts are still worth much, but here it goes. > >I read the entire setting and came up with some more details for my own region, the Netherlands. I found some friends in my neighbourhood and we played in our own neighbourhood in the year 2124. Most were new to rpgs in general. I used my own monstrous homebrew mechanics that are a mix of Pathfinder2e and Powered by the Apocalypse, but extremely rules-lite. I made some pregens heavily inspired by the pregens in this game but turned to a more Dutch setting. I also came up with my own one-shot adventure about finding a missing sabretooth tiger (scientists were restoring extinct animals, not sure if I made that up or if it was in the setting already), including a neurodive/skidoo in a sabretooth tiger. > >All players absolutely had a blast. The new players had some trouble thinking of what was possible, but they asked a lot of questions and were very enthousiastic of being able to do anything. Two players were DnD veterans, but they really enjoyed the light tone of the setting. The light atmosphere was not a downside, as there was still tension (would they be able to find the tiger in time? would the neurodive go wrong?). We even had some combat in neurospace, which was just resolved like any other encounter and more freeform. I explained that a cyberdeck to the players was just like what a smartphone would be like for someone from 1924, and they got really creative with it, contacting their social media followers and looking up information, etc. > >We will probably turn it into a campaign, and next time they will make their own characters. For me as a GM, the whole setting really came alive from the rulebook. I think I will make the campaign about extinct animals being brought back.

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  • It's happening: we've launched Fully Automated on itch.io!
    fully-automated-rpg.itch.io Fully Automated! Solarpunk TTRPG by Fully Automated RPG

    An open source tabletop RPG on and around our recovering earth!

    Fully Automated! Solarpunk TTRPG by Fully Automated RPG

    We've released the game on itch.io!

    Next, we need to post it on DriveThruRPG. But after 18 months, it seems we're finally ready to release!

    Stay tuned as we release our many files across locations in preparation to begin promoting the game!

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  • This 3D prints roundup includes an awesome braille training cell! [Voidstar Labs]

    Files are here: https://thangs.com/designer/3DPrinty/3d-model/Braille%20Training%20Cell%20-%206MM-1037863

    If anyone has seen the character Voidstar in the premades and wasn't aware, this YouTuber/Streamer is the real-life guy Voidstar is based on.

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  • Even more character art! Mystic, Brainwash, and a bunch of others

    Antagonist "Gehirnwäsche" (Brainwash) !

    Cinnamon Telosa, attorney !

    The Trypnotist !

    Blind concert promoter Kellsey Vanezulla !

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  • A bit more art: the band of mysterious attackers

    In one encounter, the players are attacked by a squad of mysterious masked shock troops of some kind. Here is the cyberpunky look I gave them, along with distinct face plates meant to give the characters a way to easily distinguish and describe them.

    Here are the other three:

    !

    !

    !

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  • We've got a wiki now!

    Big thanks to @poVoq@slrpnk.net for setting us up with a wiki!

    Right now, this is just a repository for game assets. Maps needed to run the first campaign can be easily found on this wiki, along with some other useful files.

    If the game happens to be successful enough to inspire people to share their own stories, maps, and other content, this wiki could provide an invaluable central repository of any independently generated content. We'll see.

    For now though, I'm really grateful to have such a resource. Again, @poVoq, thanks!

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  • More character art! Presenting... Mentok! The MIND-TAKER!

    This is Deiter Gerhardt, aka "Mentok the Mindtaker!"

    Mentok is a primary antagonist in our first collection of adventures. He picked his nom de hack by looking through a list of mind-controlling supervillains from classical literature and chose Mentok because he didn't really understand the contemporary context of who Mentok the Mindtaker is.

    I give great thanks to @jackgross@slrpnk.net for this fantastic portrait.

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  • Cory Doctorow boosted our comment on Mastodon!

    I commented on a post about the book "The Lost Cause", then followed up to mention that our game's setting is built on a similar vision to author Cory Doctorow's in that book. I communicated that we hope our game appeals to a similar audience. And Cory Doctorow saw this, and shared it with his followers!

    Cory Doctorow has now officially heard of us, and apparently vibes with our general concept!

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  • Maps! And backgrounds!

    I packaged up six combat maps, a couple of maps for navigating regions, and some backgrounds to like dollhouses during play.

    It was a lot of work. For each map, there's a PNG file with the hex grid, a PNG without the hex grid, the original SVG for editing, and a PDF containing the map broken into pages that can be printed and then lined up and taped to make the full map with a 0.75" hex grid.

    Would anyone check these out and tell me if they look good?

    Also: is there a better way to share these? I feel like people might be wary of downloading a 37 MB zip file from a stranger on Lemmy. Would people prefer that the files be stored on a cloud site like Dropbox instead of in a Zip file?

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  • More character art!

    I'm back to drawing: I need to replace placeholder art with the final art. This is Duncan Harris, head of the data group at the Aquarius H2 Hydrogen plant.

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  • Rethinking Maps

    I've been thinking about Five's excellent comments about states and the borders of a post-state world on one of our previous discussions. And since this Lemmy community is intended partially as a repository of resources for players and GMs, I thought I'd gather up some of the cool maps I've been looking at, and organize them into categories of options/inspiration for anyone who is thinking about what a region outside the more-lore-established Nation of Pacifica might look like.

    !

    Five suggested a few really cool options, the first of which was the overlapping zones of the historical lands of indigenous peoples. The setting already features a massive, successful Land Back movement, so it would be quite reasonable from a lore standpoint to restore these wherever possible, or to establish a sort of hybrid mix with modern landmarks. This interactive map is also very useful: https://www.npr.org/2022/10/10/1127837659/native-land-map-ancestral-tribal-lands-worldwide

    !

    !

    The next was Watersheds and I really love these maps. To paraphrase Five: in a world where states no longer exist, borders that still have importance are those drawn by nature. People still need to coordinate over land and water management. They give some wonderful world building suggestions though I'd also suggest that as Fully Automated! Is in the transition to a post-state world, but is not there yet, that there's excellent potential for factions, feuds, drama, and plot hooks in the existing states losing relevance to watershed organizations that overlap their territory and authorities, but don't necessarily encompass all of them.

    The cool thing with watersheds is you can aim for huge nation-sized chunks of land, or tiny town-sized boundaries, all depending on your needs.

    !

    The last one I'll include is biomes. These are another natural boundary, though often a softer one than the watersheds.

    And there's no need to restrict yourself to just one new way of redrawing the map. Societies are messy, and often slow to change. It wouldn't be unrealistic to end up with a mix of all of the above, along with existing cities and state or national borders too. Here's one example, though it's alt-history rather than scifi.

    !

    I hope this is useful, and if someday you're playing the game and redrawing the map, I'd love to see what you come up with!

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  • Imagine what learning to ride a bike would be like in Fully Automated

    I was just standing around in my building's garage while my kid practiced riding a bike (with training wheels) and my mind wandered to what it would be like to learn if you could do it fully in virtual reality.

    I think a key requirement would be a means of simulating acceleration and balance. In FA!, VR systems use a "floatie" which is a handwavey device that spoofs acceleration in the inner ear.

    If we had this, I imagine a set of VR exercises where the degree of tilt of a bike is magnified, or a kid could practice biking in Martian gravity, where you'd fall 3x slower. And you'd never have to take a hard fall! Learning to ride a bike would be so much less scary if you never had to hit the ground to learn how not to.

    That made me think of a training center full of two and three year olds learning to ride bikes in VR and then practicing in a padded lot, perhaps with a suspension wire above to catch them and automatic braking on the bikes while they're still learning. That'd be a neat setting for a conversation to take place.

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  • The Stainless Steel Rat Gets Drafted has more in common with FA! and similar works than I remembered

    I just finished re-reading Harry Harrison's The Stainless Steel Rat Gets Drafted which was my favorite from the first time I read the books awhile back.

    On this pass I was surprised to find that the the economy and system of Individual Mutualism briefly outlined in the second half of the book actually looks a bit (to my uninformed eyes) like the economy from FA! with a dash of Walkaway's philosophy thrown in. I don't think it's enough to reference it as a work in the genre or anything, I just thought it was neat. Harrison was quite progressive so I wonder if he pulled inspiration from anarchist works of the time.

    I thought I'd post an excerpt of the text. To be clear, this isn't presented as a complete and actionable philosophy. In the story, the Rat is out to kill the guy who got his mentor killed, it turns out that guy is top general of an army. While infiltrating the fascist nation that that military rules, he accidentally gets himself drafted. That's all good with him - his target's in the army, he's in the army, he can make this work. Shenanigans ensue. During that time, he's part of an invasion of a society the book presents as bafflingly peaceful, which follows a largely incomprehensible philosophy called Individual Mutualism. This makes it both an excellent target for an invasion and an excellent resource for the Rat. Here's a scene of some locals trying to explain it to him (apologies for the quality of the photo):

    !

    Their emphasis on passive resistance and just leaving whenever possible reminds me a lot of parts of walkaway, but this section in particular reminds me of the economy section of FA!, where money is mostly used to track short term trades, and investment for a profit is banned.

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  • Southern succession in Fully Automated: problematic?

    One of the other devs asked about the description of the "Independent States of America" in the following passage. They asked if allowing for a southern succession was offensive or inappropriate. How does this read to others?

    ...

    2077 - The American realignment

    Following the third contested election in a row, the new governor of Florida declared that the state would no longer send taxes to DC, and began restricting the flow of goods from its coastal and space ports until its preferred candidate was seated as president. DC mobilized the military and national guard, and the governor of Florida demanded the backing of neighboring states. Internal conflicts within the military ranks began to rise as states began taking sides. Alabama’s governor immediately took the side of Florida and other states began forming alliances. Texas and Oklahoma declared joint neutrality. Georgia, South Carolina, North Carolina, and Virginia allied in rejection of Flordabama, despite recognizing many of the same grievances and demanded a peaceful solution. Arkansas, Tennessee, Kentucky, WV, Missouri, Kansas, and Nebraska formed a block in support of the US, as did New England. Mississippi and Louisiana were the most conflicted until an attack on US-loyal soldiers at Camp Powell began a civil war, and Louisiana and Mississippi joined the Texan alliance. The result was a transfer of power from the federal government to four regional state collectives:

    Pacifica, made up of the west-coast: California, Oregon, Washington, Nevada, New Mexico and Arizona.

    Oyate Ni’na Tan’ka Makobdaye ka Heitanka (ONTMH), made up of Colorado, The Dakotas, Idaho, Kansas, Montana, Nebraska, Utah, Wyoming, and parts of Alberta, Iowa, Manitoba, Minnesota, Missouri, and Saskatchewan.

    The Independent States of America, made up of most of the coastal south: Florida, Texas, Alabama, Louisiana, Mississippi, etc.

    The United States of America: the remaining states of the north east and central continent remained within the United States, although many formed regional state compacts and much of the authority of the federal government was shifted to these states and their state collectives.

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  • It's a little silly to get excited over an e-bike review on an RPG community, but I love seeing how others are looking forward to the end of car culture
    arstechnica.com The Maven: A user-friendly, $2K Cargo e-bike perfect for families on the go

    The $2K bike is aimed at smaller riders who want a manageable cargo e-bike. It delivers.

    The Maven: A user-friendly, $2K Cargo e-bike perfect for families on the go

    cross-posted from: https://slrpnk.net/post/8382697

    > I love seeing this. I'm not quite ready to by this particular bike, but I'm definitely going to share the info with my husband and see what he thinks. This could suit our needs in the next year or two.

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  • Healing in a solarpunk RPG

    What does healing look like in a solarpunk game?

    We've tried to adapt some classic conventions -- healing positions & med kits -- for the setting.

    • First, there isn't a price to them. (Obviously, right?)
    • Second, we've tried to wrap a bit of science around this magic: inflammation-responsive growth factors, wound-closing growth factors, vascularization growth-factors... you get it.
    • Third, we've tried to bring the themes of embodiment and connection to the physical world into healing. Instead of dispassionate medibots or jabbing yourself with a needle full of nanobots, healing is literally hands-on: users rub a messy clay-like substance into major wounds, and the drinkable tonic requires heat to activate, either applied with heating pads, hot water, or massaging action.
    • The effect of healing is based on a combination of skill points in the Medicine skill and the Care skill. This means that players need points in at least one of these to use the medputty, and need points in both to be an effective healer build. Healing actions are also only half as effective when self-administered as when done by an ally.

    How would you like to see healing represented in a solarpunk adventure?

    >Healing > >Healing players can be performed in a variety of ways. Here are several: > >Med Putty > >Med putty is a complex, viscous emulsion of proteins, angiogenic growth factors, and MEMS suspended in a stabilizing biopolymer substrate. This putty is used for rapidly stabilizing biological damage. It can close wounds, reduce inflammation, relieve extreme pain, and otherwise remedy major bodily harm, at least until further intervention can be provided. It has a consistency like toothpaste and is stored in squeeze tubes. Once open, a tube must be used immediately, and typical use requires an entire tube per treatment. In this way, tubes of Med Putty serve as the primarily in-game med-pack. A key gameplay function is to allow a player to perform a healing action as a single action within a round of combat. > >When a player uses a tube of med putty, they don’t need to roll. The number of HP restored is equal to their skill points in Care + Medicine + either Intelligence OR Dexterity. > >The effect is cut in half if players are using medputty to heal themselves. > >Restoration Tonic > >Restoration tonic is a liquid potion that contains a complex of anti-inflammatories, analgesics, and repair agents coupled with targeting agents. The targeting agents allow the biochemical packages to migrate to regions of damage and release appropriate agents to quickly mend soft tissue injuries. Its use relies on heat and gentle physical mediation to help reach target regions and to mediate biochemical repair. This is typically provided with the application of hot water under a massaging showerhead or massage with heated gloves, but most applications of heat and gentle pressure will suffice. > >Within the game mechanics, restoration tonics are often used as a versatile health potion for restoring a character’s Endurance stat worth of lost HP outside of combat. The tonics are not rare, but because they take around 10 minutes to use and 20 minutes to take full effect and require facilities like a shower, they serve to allow players to recover HP once a dangerous encounter ends, rather than in the middle of an action scene. > >As with any healing practice in game, the damage which is being healed should make sense. In most cases, the rapid healing can be explained as a bit of an illusion: the damage doesn’t disappear, but the pain is relieved and the effects of the injury are resolved sufficiently that they can heal more fully with rest or with further medical attention later. > >GM’s can choose to limit the use of restoration tonics to once per day if desired or offer special advanced healing tonics which provide Endurance + 4 points of HP or Endurance x2, or have players roll for Endurance + Athletics (perhaps as a favored check) and receive whatever value they pass by in HP. > >Hydration > >Drinking water will restore a character 1 HP once per day. It’s also recommended for players. > >Narrative Healing Actions > >Narrative healing is the best kind of healing. This consists of having players describe the specific medical remedy they’re applying (or repair, for a synth). They then must roll for success on that action. Typical skill checks may include Dexterity or Intelligence + Care or Medicine. Examples would include applying a splint, suturing a wound, or performing cardiopulmonary resuscitation. GMs and players are encouraged to use future technologies like healing putty in conjunction with narrative description if they’re capable. > >Synth Healing > >For synths, healing is justified in game as “temporary repair”. Temporary repair allows a synth to isolate and bypass damaged components and rely on backup systems to return to restore functions and delay the need for full repair. Synths require 25 minutes to perform a temporary repair, though they can speed this process up by performing an Endurance + Machines check and subtract however much they pass by from the 25 minute diagnostic time. > >Synths are much less defined in game than organic creatures, so a lot of the narrative and mechanistic decision-making lies with the GM. GMs may wish to heavily limit temporary repair, instead forcing machines to replace modular components. Or, they may choose to use advanced self-repairing micro-machinery to afford synths and cyborgs greater healing capabilities than organic creatures.

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  • More lore than you asked for: "The Establishment of the Gulf Coast Gorilla Population"

    We're editing down the manual, and I'm sharing some backstory to the world that didn't make the cut in the manual. This is the kind of silly microfiction that players are encouraged to write and share. This particular piece I wrote because I was trying to imagine where gorillas would live in the US, and why, and how.

    In writing the backstory for Ewan Reinhart, I decided that the Gulf Coast was probably the most ecologically sensible place to try to establish a population of gorillas, and then started imaging the circumstances under which the US would do so. Surprise: it's the military industrial complex working hand-in-hand with border control!

    >The Establishment of the Gulf Coast Gorilla Population > >Starting in the 2030s, Northwestern State University in Louisiana began trying to create a stable population of gorillas within one of Louisiana’s wildlife preserves. Among the project goals were tests of whether uplifting would improve the ability of the gorillas to thrive and assist humans in optimizing their survival. Several years after transplanting heirloom gorillas from US zoos and administering enhancement programs, the US Department of Defense began piloting Project Primal Warrior: a project to test the feasibility and performance of gorilla shock troops. In 2042 the DOD invested heavily in the Louisiana Gorilla Sanctuary project with the goal of creating 1,000 gorilla infantry soldiers by 2050 and the goal to produce 10,000 u-gorilla soldiers by 2060. > >Herman Ducharme was among the early cohorts to undergo Army training. In 2042, at the age of ten he began keeping a journal at the request of his handlers. Concurrently, he began keeping a private diary in addition to one his handlers reviewed. It documents Herman’s exploration into unscreened literature at the fort library and conversations among the other gorillas about their situation. Ducharme’s secret diary would go on to establish a historical record of an emerging political consciousness among the early gulf coast gorilla troops. In 2048, the military began deploying army-trained gorillas along with Customs and Border Patrol agents. In 2049, the Bureau of Land Management began establishing gorilla habitats for mixed populations of maximally and minimally enhanced gorillas along most of the eastern third of the US-Mexico border. Though the pretext was for gorilla conservation, contemporary news coverage recognized the motivation to try and surveil and control the border. > >By 2052 the Department of Homeland Security began the top secret project Simian Sentry. Under the program, DHS began incentivizing, manipulating, and pressuring the population of 8,000 gorillas living directly along the border to discourage crossing attempts through violence against humans who passed through their territory. Around the same time, residents of the southern Gorilla sanctuary became acquainted with members of the nascent parahuman rights movement through their contact with Veronica Sandoval’s production team, who were working on “Voices of the Unheard”. > >In 2056, the brutal murder of a family camping in Louisiana brought national attention to the danger the gorillas living along the gulf coast posed. In the midst of the furor, a young gorilla investigator named Whisper Dubois and a human partner broke the story on the clandestine militarization of the southern Gorilla sanctuary by the DOD and CBP under Simian Sentry. The program was canceled following heated congressional hearings that took place amid a fierce public debate over the public perception of Gorillas. The DOD began phasing out Project Primal Warrior soon after. Attempts to evict 6,000 u-gorilla infantrymen from the barracks in which they’d lived since they were children led to riots among both gorillas and humans. The military eventually completed the move-out by offering a generous severance package and investments in gorilla infrastructure. Because of the gulf of trust between the Gulf Coast Gorillas and the US government, these monies were directed – on the gorillas’ insistence – to the Circle of Nations for management and disbursement. By 2060, the weakened US government had lost interest in managing the complicated situation they’d created along the gulf coast. To the gorillas’ delight, the federal government eagerly left matters to the states and the Circle of Nations as much as possible going forward.

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  • Looking for feedback/sensitivity readers on Indigenous representation in Fully Automated

    Hey! Our game tries to integrate into its vision of the future an assumption of the restoration of Indigenous culture and agency on Turtle Island. As we're getting ready to release, we'd really appreciate getting more eyes on it and letting us know how it reads and if there are any changes we can make to improve its quality.

    The main section which I'd like thoughts on is below. This is taken from the section of the World Guide describing major historical events and turning points. Constructive feedback would be appreciated. Feel free to copy, share, repost, ect. to any other forum where it may get attention, and direct folks to contact us through any social media or email channels on our website (https://fullyautomatedrpg.com). And thanks!

    > 2042 - The Yurok People v. The Bureau of Land Management > >In 2028, congress passed the Federal Ordnance for Restoration of Environments for Sustainable Territories (or FOREST) Act. The FOREST Act was a massive compromise legislation which created new programs to encourage forestry management. It included terms to make preserving and expanding forests as carbon sinks financially competitive with logging and mineral extraction by allowing companies to sell carbon offsets; funded construction of new parks; relaxed limits on hunting; and provided dozens of other favors for the various stakeholders needed to secure passage. One of its 35 sections even contained a largely symbolic gesture to American Indian tribes which would return neglected land to them under conditions which were believed unlikely to ever be exercised. > >The effects were mixed. By 2038, millions of additional acres of land had been set aside as protected reserves. Many policy experts believed that the reduction in drilling and fracking that occurred was driven more by local bans and a rapid decline in financing as the banking sector began to recognize that new carbon infrastructure had become such frequent targets of sabotage that their risk wasn’t worth the declining returns. Eventually, the carbon offsets market crashed in 2041 following the Second Paradise Fire. A lawsuit followed. > >During Our Children’s Trust v. Green Growth Climate Solutions, the climate advocacy group Our Children’s Trust showed that Green Growth Climate Solutions had purchased hundreds of square miles and contracted with the Federal Bureau of Land Management to be responsible for forestry management of thousands more of federally held land in order to sell worthless carbon offsets. At the same time, they’d neglected to perform any meaningful sustainable forestry services as contracted. During the trial, experts testified to the well-known fact that carbon offsets were a junk science that did not meaningfully address the climate crisis, and that the fire danger created by hundreds of thousands of acres of neglected land was well known. > >The judgment put Green Growth Climate Solutions out of business and crashed the market for carbon offsets. It also created a scandal for the Bureau of Land Management, which was wholly under-resourced and unequipped to fulfill their legal responsibilities to manage the vast tracts of land that now returned to their oversight. A solution came in the form of The Yurok People v. the Bureau of Land Management in 2042. > >As soon as the Green Growth case wrapped, the Yurok People brought a suit to enforce section 33 of the FOREST Act of 2028. In the trial against Green Growth it had been shown that the land belonging to the Bureau of Land Management that they’d contracted to Green Growth and the land privately held by Green Growth (which reverted to BLM following Green Growth's desolation) had been left fallow for nearly a decade. In a crowning achievement for the First Peoples’ legal movement, a judge concurred that these circumstances fulfilled the conditions outlined in section 33, and granted them 8,000 square miles of territory. > >Green Growth’s practices had been common throughout the industry, and as the market crashed and more suits were brought in other states, native groups reclaimed millions of acres more. Though the judgements were stinging, the federal government saw a silver lining. Responsibility for the ever-growing problem of wildfires now rested with the native groups who’d won their cases. > >Over the 2040s, the various nations of the first peoples managed to surprise the doubters. They formed the Circle of Nations to assist in inter-tribal management of their expansive returned territories. > >They turned land assumed to be of low value into productive food forests, nature reserves, scientific centers, parks, and traditional hunting preserves. While reducing uncontrolled fires, they turned the land into a source of wealth and influence. They granted permissions to communes which met their strict qualifying requirements to live upon the land and learn their techniques. They fed and housed themselves and then thousands upon thousands more. > >By the 2060s, the Circle of Nations and the first peoples had become a highly influential force within American science and policy. As society at large underwent a radical rethinking during the years following the Treaty of Antarctica, many of the values and practices of the first people finally saw overdue adoption within the wider culture of the second people.

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  • More art of the premade characters: Windrush: trade unionist mermaid!

    Windrush is an aguamodo: a human with aquatic augmentations. She's a ship and port inspector, a proud member of the ILWU 122 (the International Longshore & Warehouse Union), and a mom. She has skills in inspection and healing. She also coaches underwater hockey at her kid's school.

    Full character sheet: link

    Bio:

    >Gillian Phong was born to Linda Phong and Melody Beridze in 2191. Linda was an aguamodo conservationist and documentarian, and Melody was a ferry pilot. > >From an early age, Gillian wanted to be an aguamodo. She took swim lessons, got her scuba certification, and began breath and heart-rate training as an adolescent. In her teens, a friend of her mother Melody began taking her along on offshore windmill inspections. Soon, she added to her love of the ocean a fascination with the industries that took place within it. She went on to get her bachelor's degrees in Oceanography and in Supply Chain Infrastructure. It was during this time she met Sogobe, who she’d marry three years later in 2112. > >Before she’d even graduated she’d started apprenticing with the longshoreman, and by 2114 she was a proud journeyman. She then applied for the union’s Martian cultural and tech exchange program and was accepted. She and Sogobe spent 27 months sailing out, working in Utopia Basin, and sailing back. This was where they met and fell in love with Amir. It was also during this trip that she trained as an emergency medic with the Mami Wata Medical Network. > >In 2118 she gave birth to Aquemini, and in 2020 Sogobe gave birth to their second child, Hueiwoo.

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  • I made some new art for the game – sort of a recruiting poster for the Civil Defense.

    I’m not sure why but I’ve always found the Civil Defense to be really cool, and I often try to work it into my stories in one form or another (though none of those have been published yet). When I was helping with reorganizing FA!’s box text on the military, I thought it’d be a good addition.

    It fulfills the role of being an organized, primarily civilian, primarily voluntary disaster relief organization. It has a long history in dozens of countries, in one form or another, all around the world. Its provided training, search and rescue, preventative measures, emergency response, and recovery, in everything from wars, to natural disasters, and even the Chernobyl disaster. And the different formats used in all those countries give us a historical precident for almost any organizational structure we choose. Want to make it an auxiliary of a military branch? The US did that at some points. Directly part of the military? Some Soviet countries ran it that way. A purely civilian volunteer charity? Britain has recently revived theirs and is running it like that. They can even function as a volunteer militia, like the British home guard, or the American Civil Air Patrol who Wikipedia claims once dropped bombs on axis submarines.

    And they have history. People like that kind of lineage, the sense of being part of something that dug people out of rubble in the blitz, that cleared radioactive debris in Chernobyl. There's a long history of sacrifice and service to draw on. And one with comparatively few atrocities on the record.

    They're even pretty cool visually. They have the iconic blue triangle motif common in most countries, and a blue and white color scheme not really associated with combat.

    Whether you need someone to respond to wildfires, to assist paramedics, to build levees in a flood, or to distribute and build tornado shelters, it's not a far leap from what they've already done. Like Noir said on the discord, given the scale of the Global Climate Wars in the game’s backstory, it seems pretty likely that every government on the planet would start handing out shovels and white helmets again.

    And I think it fits the anarchist influences in solarpunk. Putting some of the responsibilities and capabilities for disaster relief back in the hands of the community. It's also a decent role for a varied cast of characters in a RPG. People with regular lives and skills who can be tasked with a quest and be granted some degree of official legitimacy.

    When I wrote up the Civil Defense section for the game manual, I tried to provide enough flexibility to allow players and GMs the option to adjust the local Civil Defense chapter to fit their campaign. I like the idea of modern chapters tracing their lineage to different local groups, a postwar militia here, a wildland fire fighter unit there. Like the Defense served as a way to bring various factions (especially armed ones) into the fold, providing them with improved legitimacy in trade for increasing oversight and standardization. So while they’re supplied and trained by the same organization, at the unit level they have some leeway in how they operate and what they specialize in, which can conveniently fit any campaign that wants to use them.

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  • Time for more solarpunk character art! This is Mayhem.

    Mayhem is a super-tough MMA fighter anarchist. He's very into Anarchy. If you have a friend who is really into anarchy (and/or MMA), we've got the premade character for them!

    Link to full character sheet

    >Joaquin Krikorian was born to Melissa Krikorian and Alexandar Keith in Slab City in 2093. Melissa was a programmer and musician, and Alexandar was a busker, traditional story-teller, mime, and philosophy professor at Reed College. > >Joaquin’s family split their time between Portland and Tijuana for most of his childhood. In 2108, when he was 15, Melissa’s band was eager to see and perform on Mars, and at the same time the Reed Philosophy Department was looking for professor to visit and attend a philosophy conference. They invited Joaquin, but he preferred to stay with family friends in Los Angeles. He spent this time dating, and getting to know himself and the land of Southern California. He delighted in sports from a young age (a passion that would be hard to satisfy during a trip to Mars) and began to get increasingly active in martial arts, along with meditation and psionic mental discipline training. > >In 2111 Joaquin got his endurance upgrade mod, and a year later got a brain trauma resistance mod. Joaquin reunified with his mother when she returned that year, though she returned without Alexandar, who stayed on Mars for another Martian year. By 2113 Joaquin was 20 and starting to compete seriously in mixed martial arts when he wasn’t doing Ayahuasca with his girlfriend Nahr. Mayhem (as he’d come to be known in the ring and out) and Nahr then accompanied Melissa on a musical tour of Patagonia, continuing to fight and love and expand his mind, both with books and also with drugs. > >Alexandar returned to Earth in 2114. The family made Portland their home base for the next few years. Over this time, Mayhem got his short-duration athletics boost mod and his armored skin mod. Mayhem got more active in social organizing with the Oregon Anarchist Party. In 2117 Mayhem and Nahr adopted a young Canaan dog named Poodle. > >In 2119 Mayhem followed Nahr back to Los Angeles for her to join a prestigious documentary film production collective. Mayhem decided to try serving their community as a protector, but after a few months with the LA Protector League there was a mutual agreement that it wasn't a great fit. Now he serves as a protector with the more ideologically aligned Free Protector Network.

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  • Solarpunk editor Solena Ulibarri is teaching a seminar on solarpunk writing on April 4th.
    wandering.shop Sarena Ulibarri (@sarenaulibarri@wandering.shop)

    I'm teaching a seminar for Clarion West on April 4th! Drawing on my experience as an anthology editor for World Weaver Press and a story reviewer for Imagine 2200, I'll go over some of the most common issues that I see in climate fiction slush piles. #solarpunk #lunarpunk #ClimateFiction #ClimateW...

    @sarenaulibarri@wandering.shop is teaching a seminar that looks very cool. I'm excited to hear what she's saying. Ticket start at $25, but are on a generous sliding scale.

    >I'm teaching a seminar for Clarion West on April 4th! Drawing on my experience as an anthology editor for World Weaver Press and a story reviewer for Imagine 2200, I'll go over some of the most common issues that I see in climate fiction slush piles.

    #solarpunk #lunarpunk #ClimateFiction #ClimateWriters #ScienceFiction #SciFiWriters #ClarionWest #WritingClass #Imagine2200

    https://clarionwest.app.neoncrm.com/np/clients/clarionwest/eventList.jsp

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  • newatlas.com Low-cost passive maglev upgrade tested on regular rail tracks

    Maglev transport systems present an attractive option for the mobility mix. They're quick and quiet, and are low maintenance. But setup can be costly and complex. Italy's IronLev is looking to change that with a passive system that runs on regular rail tracks.

    Low-cost passive maglev upgrade tested on regular rail tracks

    This company is proposing a design in which magnets are used to repel the train car away from standard iron railroad tracks, and small side-wheels keep the skids aligned. It doesn't use electromagnetic alternation to drive the car, it's just essentially an ultra-low friction alternative to wheels.

    Interesting idea. I'm naturally skeptical, but I find the idea neat. I have no idea how you use passive magnets to create a repulsion force, but as the poets say, "Magnets: how the fuck do they work?"

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