JacobCoffinWrites

joined 2 years ago
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They would, but if I'm surreptitiously installing something to make a point, I'm not sure I want to start drilling into concrete. Maybe with a high vis vest during the workday.

[–] JacobCoffinWrites@slrpnk.net 5 points 1 week ago (1 children)

I've been making slow but steady progress on the campaign, editing sections and jotting down text for future sections of the Choose Your Own Adventure book version. I also photobashee a couple of bits of artwork for it.

Watching people read old Fighting Fantasy games has helped me identify some of what I want and don't want in the experience of reading the one I'm trying to plan:

It'll need lots of artwork - people love the weird old fantasy art, and though I probably can't swing anything quite so unhinged, my line art photobashes are fairly close in style.

I want to avoid dice rolling or other random chance stuff like lookup tables. It's tempting to include given the source but they break the flow too much and people start skipping them if the bad result is just failure with no forward path. The most I'll include is an inventory.

Every choice needs to go somewhere interesting, even if that means fewer total branches. I don't like the "one true path" school of design where you just end up backtracking. Every branch should be valid and have different content in it so it's worth rereading. So far, the hard part is choosing what stuff goes in what branch, since I already have an open world with plenty of content to divide up.

I also drafted a background for the campaign version. Working on foreground now.

[–] JacobCoffinWrites@slrpnk.net 2 points 2 weeks ago

Thanks, this was an unusually decent interaction all around

[–] JacobCoffinWrites@slrpnk.net 3 points 2 weeks ago (2 children)

Fair enough. Personally I'm skeptical that there is a "passive corrective method" for individuals to fix problems in either system (maybe a socialist can identify one for us). There aren't many passive solutions at all.

The way to fix these problems in either system is through regulation, governance, and collective action. People just buying other products hasn't worked to correct the flaws in capitalism, regulation has, so you might as well go straight to that either way.

 

I also found the article from the archive about their motives and justification around copyright to be interesting, considering the nature of the works.

[–] JacobCoffinWrites@slrpnk.net 3 points 2 weeks ago (4 children)

It's to peoples' best interest to choose a better product if they:

  1. even know there's a problem in the first place. Corporations have a long history of covering up faults in their products, sometimes for decades, before independent tests or reporting reveal them (during which time they're outcompeting more legitimate competition on price).
  2. competing products exist. Monopolies are a natural outgrowth of unregulated markets. It's always more profitable not to have to compete so endless mergers are a threat which have to be regulated but frequently arent. It's also much easier for an entrenched institution to crush or buy out new startups before they can become a problem. Add in collusion where companies that compete on paper secretly agree not to undercut each others prices and you end up with a market where there is no real competition and no need for costly innovation. And though regulatory capture may not exist in a truly unregulated free market, we certainly see it in real life, where superior foreign products can be outright banned from a market, the entrenched industry's products made artificially cheap through subsidies, and new safety laws kept off the books to protect the corporate bottom line.
  3. the competing product is actually superior. We frequently see a race to the bottom effect where most people consistently choose the cheapest product available (often because wages have been stagnant for generations and they're poor enough that they legitimately can't afford better) and better, safer, more ethical products are simply priced out of the market, whereupon the companies making them either start cutting corners themselves or go out of business. And we can refer back to point one where just because one product has been revealed to be unsafe doesn't guarantee that the competitor hasn't managed to hide an unknown hazard in theirs.

Asking regular people, many of whom are perpetually overworked and exhausted, to extensively research every product that's made it to market (and to overcome marketing, illegal concealment of hazards, and collusion) strikes me as a kind of Just World Falicy thing, where the 'opportunity' to simply buy a better product becomes a chance to blame people for the bad things that happen to them. They should simply have bought a test kit and figured out that there was lead contamination in their baby formula. They should have studied auto accident statistics from the last five years to notice that that particular model routinely explodes in a fireball with the doors jammed. What did they expect buying something without doing their own research?

[–] JacobCoffinWrites@slrpnk.net 9 points 2 weeks ago (7 children)

They also ignore that companies will cheerfully skimp on safety to save a buck and then spend far more than they saved fighting legal battles against the government to prevent or delay relevant regulations, against their own customers (or their next of kin) who have been harmed by their products, and against any kind of criminal prosecution. They'll also spend millions on marketing to minimize awareness or the severity of the problem and to actively increase sales of the dangerous product. It's not exactly an environment designed for fair and informed decision making.

Speaking of unfair, the history of monopolies, market collusion, and the race to the bottom have given us plenty of examples of companies removing that choice of product quality from the board entirely. If the people making the unsafe or unethical thing buy out all the competition and eliminate or cheapen the former competition's products until the have the same problems, there's no choice. If the competition look at the market and realize they can also take unsafe shortcuts and remain competitive, there's no choice.

There's a long history of rich people framing exploitation as the freedom to choose to accept a dangerous product or job or place to live. After all, if people are poor and desperate and propagandized enough there'll always be someone to make that choice. And the lower they drive the quality of life, the more people will have to choose the same. But it's not about saving you money. They're not doing you a favor. It's about saving money for themselves and framing things so you thank them for it.

[–] JacobCoffinWrites@slrpnk.net 5 points 2 weeks ago

I dunno, these are kinda cool. I'd love if my region would put the old tracks connecting the towns back into operation with proper trains or even self propelled railcars, but I can understand that we'd see massive NIMBY pushback from all the folks who bought houses by the tracks but haven't seen them run in their lifetimes.

So they sit unused or get turned into bike trails (though they've been decent about putting the trails alongside the tracks rather than replacing them). The only people who actually use the tracks are the clubs with motorized rail bogies who travel on them a couple weekends in the sunmer.

Adding these things would be a low-infrastructure, low-resistance step towards trains and an improvement over no trains, so I think it'd be cool if they took off.

[–] JacobCoffinWrites@slrpnk.net 5 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

Editing to add this link from another comment because I had no idea that (of course) there's organized opposition by entrenched interests to prevent anything for the public good https://www.motherjones.com/politics/2025/06/dark-roof-lobby-white-reflective-roofs-laws-lobbying-urban-heat-islands/

I don't think the current roofs are painted black - they're naturally black because roofing tar and asphalt shingles are black by default (a lot of sheet metal roofing is too but you can at least get that in most colors). So it's not a matter of swapping out paint but adding something new. It also adds a new maintenance cost - keeping the white roof clean/maintained. Paint flakes off, tarps etc wear and become tattered, dirt and pollen collect on the surface. None of this is a dealbreaker by any means but our society seems to run on defaults and there's a lot of inertia in construction and a lot of pressure on builders to keep materials costs down (even if doing so costs the owners or occupants more in the long run).

I hope this continues to take off because it really is a big improvement.

[–] JacobCoffinWrites@slrpnk.net 2 points 3 weeks ago* (last edited 3 weeks ago)

That's great to hear! Thanks for letting me know! I've been updating the version on my website occasionally, as I find new examples. I'll try to copy the updates over to this post too!

[–] JacobCoffinWrites@slrpnk.net 5 points 1 month ago* (last edited 1 month ago)

There are some interesting proposals for electric ships using containerized batteries which can be loaded/unloaded with the same cranes they use for shipping containers and charged in port. https://cleantechnica.com/2025/05/24/beyond-the-harbor-electrifying-short-sea-routes-and-hybridizing-blue-water-shipping/

It may not be suitable for transoceanic trips but a lot of shipping follows the coasts or even travels by river where this may be more practical.

[–] JacobCoffinWrites@slrpnk.net 6 points 1 month ago* (last edited 1 month ago) (2 children)

Such a great project!

Sounds like 'installed' might be overselling it a little unfortunately - given that jerks carried them off. There are a few types of epoxy that could help. Pretty sure even JB Weld will stick wood to concrete. And they make some amazing specialist adhesives. It won't stop the city but might delay the NIMBYs for a day or two. (Especially if they're as old as I am and they throw their back out trying to pick it up the first time).

 

Hi, I've been looking for a chance to get a huge fresnel lens from a rear projector TV for awhile and I finally found one junked (and rained on) on garbage day and managed to get the screen off before the truck took it.

The problem is that the screen seems to be different in composition from others I've seen online. There was one dark tinted, but otherwise clear plastic sheet, and an opaque one that might be a fresnel lens with a diffuser layer glued on. The TV was a Mitsubishi which are supposed to be a good source for fresnel lenses but the overall design and wide aspect ratio of the screen suggest it was a newer model. It definitely did have a projector inside (a single one with a sort of bubble dome on it).

I'm wondering if anyone knows more about these tvs, or has any suggestions for getting the two layers apart - the thin sheet seems to be both adhered very well and brittle - it only pries off in tiny chunks. I'm thinking about using a heat gun, I don't know if there's some other truck to this I should know.

Thanks very much for any advice!

 

It appears to be a large pink cat surrounded by hearts holding some flowers in one paw

 

This is an unpaid magazine but I think they publish some good stuff (including one of my stories in their first edition!). If you have a solarpunk or otherwise anarchism-friendly story you're trying to find a home for, maybe give them a look!

 

I've got a coat I wore every winter for like eight years but didn't use this fall because a rain of macroplastics would follow me wherever I go. I can strip the pleather, flaking-paint material off to replace it with something but the fabric underneath is sort of thin and stretchy so I'd need to find something that'll help seal it against wind and rain again. I know they sell pleather paint but reviews said it's short lived or meant for patching lesser damage. It's probably a long shot but is there another option for doing the whole outside of the coat?

Otherwise it's still in great shape.

 

I think I've mentioned before that rural cyberpunk is just about my favorite setting and I always enjoy it whenever we get a glimpse. Gibson books are great for that, from Turner's brother's farm and Dog Solitude in the Sprawl, to the trailer park in the Bridge books, and basically all of the stub in The Peripheral. I love the way cyberpunk (realistically) rejects clean, fresh-start architecture and instead layers new over old, and I think rural areas provide even better contrast for that than the cities, despite how old some cities are. I've done a few rural cyberpunk scenes before, mostly for a webcomic. I love looking around my hometowns and trying to capture a type of location - not a specific place, but like an amalgamation of a category like 'farmhouse,' or 'junkyard,' and then adding kludged-on tech.

I made this one as location art for a Solarpunk TTRPG campaign book I've been working on. My goal was to show a sort of old-fashioned for the setting design that used a ton of old, scrapped-together tech. The farmer who lives here was a fan-favorite with my first group of players – he does a lot of work maintaining the meshnet for the mostly-abandoned town where the campaign takes place and he became good friends with the group’s hacker character.

His farm is pretty conservative for the setting. I wanted to play with how perspectives would shift in this utopian solarpunk setting, to have a farm that would seem both futuristic and kinda crunchy-progressive by our standards that would still be pretty stodgy and conservative compared to his neighbors.

He’s relying on biochar, crop rotation, and pollarded trees providing radial chipped wood to replenish his soil instead of manufactured fertilizer, using alley cropping and a handful of other agroforestry techniques to shelter his crops. He cooks his food using a scheffler reflector, drives a woodgas truck he uses to produce his biochar, and generates his power with a mix of solar, wind, water, and woodgas.

But compared to the elaborate food forests of a nearby community, Bob’s open fields and heavy reliance on tech makes his farm look downright traditional.

One of my goals for this region of the map was to explore the different ways one can arrive at some of these practices out of necessity. The people from this abandoned, rural town aren’t likely to be solarpunk ideologues but when supply chains broke down, the infrastructure collapsed, and the population emptied out, those who remained had to adjust to keep going. They look out for each other, grow their own food and generate their own power, and adapt their lifestyles to the seasons because that’s what they had to do to get by when things were bad. Bob is a bit younger than many of the other ‘holdout’ characters, but he’s generally following their mix of goals and motivations.

I find the sort of cyberpunk mix of scavenged tech and a traditional-looking farmhouse to be both a lot of fun and pretty much in line with the farmers I’ve known and worked for, who were happy to bolt new stuff onto old if it got the job done. Bob’s farm is full of scavenged robotics, radio antennas, and other tech, mostly controlled using cybernetics linked to his brain. He’s added a drone hangar to his barn and his UAVs swarm into the skies like bats while robotic tractors and hexapod gardening robots patrol his fields and guard his goats. He bolts solar panels, vertical turbines, electrical boxes, and radio antennas to his buildings with an almost punk focus on practical results over aesthetics.

Other elements also show his involvement in his community. In addition to maintaining the local scrapped-together communications network, he plays a big role in maintaining the town’s network of trials. He’s parked an old snow groomer, of the type used by ski mountains, under a lean-to attached to the barn. He uses this each winter to pack down snow on the town’s roads and trails, as most of them are seasonal, and people here travel by cross country skis, snowshoes, snowmobiles, or use vehicles modified with skis and tracks in the winter.

edit: Also huge thanks to the ham radio subreddit and the community on lemmy for looking over the antennas for me and making suggestions!

 

Hi, I hope this post/question is okay - I'm doing some art that includes various radio antennas and I'd really like to run them past someone who knows more than I do to make sure they look okay.

I'm working on location art for a solarpunk TTRPG campaign and am doing a scene for a somewhat old fashioned (in this setting), heavily automated farm. The guy who lives here does a lot of the work maintaining a meshnet in the mostly-abandoned town where the campaign takes place. I figure he's also sort of generally a tinkerer and has probably amassed a decent assortment of old tech.

The last time I was working on a scene with antennas I asked the folks over on r/hamradio for advice and they were super helpful so I reused a lot of the antennas from before, and tried to scale them to match that scene and to photographs I've seen, but I'm definitely not knowledgeable on this stuff and am happy to make changes to get it right.

As before, I really just want to make sure it doesn't look offensively dumb to folks in the ham radio scene, and if you have any recommendations for antennas you'd like to see or that would say something interesting, I'd be happy to include them. Thanks for any advice you feel like giving!

 

Here's something silly - I've seen conspiracy theorists sling the term "Socialist Vampire" around as an insult frequently enough (saying socialists are secretly vampires, sometimes literally, basically a continuation of the usual rightwing blood libel bullshit).

This musician appears to have worked backwards and asked what if there were actual vampires and those vampires were genuine socialists and it's pretty funny.

It's a three part series of short songs. They're on other sites too but the tiktok version seems to have the best video (which kinda makes it) and lyrics onscreen.

Vampire Conspiracy: https://www.tiktok.com/@olifro.st/video/7427845222706548001

Vampire Conspiracy II: https://www.tiktok.com/@olifro.st/video/7336959535183121696

Vampire Conspiracy III - Mesmerize: https://www.tiktok.com/@olifro.st/video/7407128924838235424

 

cross-posted from: https://slrpnk.net/post/17046426

I've talked about this campaign a bit in the monthly check-in posts so I thought I'd include this update here! Text pulled from my blog post here: https://jacobcoffinwrites.wordpress.com/2025/01/06/buried-treasure/

The blog’s been quiet for a few weeks while I’ve been working on another project, so I thought I’d go ahead and write about that a little.

I’ve mentioned elsewhere that I’m also a dev for the Solarpunk TTRPG Fully Automated!, but I don’t think I’ve said so here. It’s an open-source, free (libre and gratis) project intended to be something like a solarpunk scifi version of Dungeons and Dragons (in that it has a robust ruleset and lore you can use or discard as you like while writing your own campaign). I joined like a year ago because I was looking for somewhere to talk solarpunk worldbuilding, and was drawn in by their lore and the sheer ambitious scope of their setting.

I think my understanding of solarpunk and my dreams for the future improved significantly just reading through their guide on how their world works. I think it’s by far the easiest-to-understand depiction of the end-state goal of various leftist systems, probably because it’s designed specifically to help players and GMs actually occupy this eutopian future in-game. It’s hard enough to imagine a better world, let alone to play a character who lives in it. They do a good job of depicting what a day-in-the-life would actually entail, in simple language, and it’s appealing.

When I spotted some gaps in the lore they were happy to take on my suggestions, and I contributed more and more until eventually they asked me to formally join the team.

The other devs have a wonderful knack for taking any idea I have about how something could work and dialing it up to 11. My solarpunk and cyberpunk fiction tend to be near-future things, the solarpunk in particular being much more postapoclyptic than utopian. The FA! team is ambitious and sees a much grander end state much further out than I normally focus on. If I tend to write the journey, I think they’re writing the destination.

I helped them get the rulebook ready for release, then helped review the premade campaigns they’d written. I think that was when I started thinking about making a campaign of my own.

I wanted to do something set in my neck of the woods, to explore how small, rural, ‘bedroom communities’ like the ones I grew up in would change in a world where endless growth and a total reliance on cars were no longer the societal default. The existing lore and premade campaigns are very LA-centric, so I moved my campaign to the east coast and got about as rural as you can while still having some human presence. In contrast to some of Fully Automated’s setting details, the region generally aims for a lower-tech, slightly more grounded vibe.

The end result is a sort of riff on treasure hunting adventures where the players need to journey off the edge of the map, searching dense forests and lost ruins for clues. But the forests and ruins are in a mostly-abandoned region of rural New Hampshire which is being rewilded, and the treasure is tons of industrial waste illegally dumped there sixty years ago during the setting’s WWIII (and which is now useful in the production of geopolymers). It’s got some heavy environmental themes around conservation of wild land and watersheds. As the players search for the pollution they begin to unearth other forgotten details of the region’s wartime history and draw the attention of someone who would rather they left the past alone.

I had two big goals for this campaign – the first was to explore various ways rural solarpunk could look, including questions of what makes for a genuinely sustainable community, the sort of tradeoffs and sacrifices a degrowth-based rural community may need to accept, and how towns and industries look when they accept that they live in a world without limitless resources. It examines various lifestyles and technologies that make sense in that context, local infrastructure, and even the kinds of people the region might attract. It pulls a lot from what historically worked in the region long before cars reshaped it.

In many ways, it represents a sort of amalgamation of all my rural solarpunk projects so far. If you like my postcard series, then playing this campaign should be the closest thing to stepping into those scenes and visiting the people they depict.

The second goal was to get an admittedly narrow glimpse into the Thousand-Year Cleanup – the nigh-endless work of a world where many people have made cleaning up our society’s mess their life’s purpose. The hidden pollution the players and their allies are working to find represents a common wrong from our time, and from the last hundred years of industrial production. Every time a corporation or business owner takes a shortcut that leads to disaster, or deliberately dumps poison into the land and water to save a few bucks, it represents their entitled expectation that the world around them, their human community, and all the other species impacted, will subsidize their cost savings with their health and lives.

Long term, I’m hoping to make The Thousand-Year Cleanup a collection of adventure modules (with the first being this adventure, Buried Treasure). This would be similar to Fully Automated’s previous premade campaign: Regulation, which included four playable modules. It probably won’t have a throughline plot, just a set of adventures themed around various aspects of cleaning up the world our society left to them. From buried industrial waste to massive swaths of plastic in the ocean, to endless heaps of clothes discarded in the desert, I think there’s tons of potential for campaigns based in some way around cleaning up our waste and making it useful. The scope is a little overwhelming but there’s a powerful optimism in depicting a world that’s making real progress on these disasters through the collective efforts of regular people.

I think it’s safe to say that this 160+ page campaign guide is my biggest Solarpunk project to date – it’s actually shaping up to be my longest finished work of fiction in general. I’ve tried to write several novels in the last decade or so, but usually get bogged down in logistical snares in the setting and plot. Writing for a tabletop campaign (and one I might not even be running) has been oddly freeing. I can’t know what the players or GM will do, so I present options, people and places and events which will be triggered by circumstances in their playthrough, but I’ve been careful not to set a specific set of rails for them to follow. In some ways, this plotless format has been much easier for me than writing a single story. And I’ve been able to include far more world building than any one group of players can possibly see!

Fully Automated’s dev team has a sort of template for organizing the notes/prepwork for running a tabletop campaign – it seems to be inspired a bit by the way scientific papers are laid out in sections, and while I don’t have much experience with GMing, I found it very intuitive. (Though I made some adjustments to organize mine around in-world locations rather than a timeline as Buried Treasure is a bit more open than the introductory ones they’d previously published.)

When I was writing the campaign, I’ll admit I sort of saw actually running it as the playtesting cost I had to pay to get the thing published. I had no idea how much fun I’d have actually sitting down with a group and trying it out. My players are great and I was shocked at how entertaining it was to watch them explore my world and interact with my characters, not to mention the satisfaction of watching them piece together the mystery!

At time of writing we’ve just finished up session 8 and I think the players are approaching the endgame and generally seem to be having a lot of fun. They’ve even talked about doing a second session per week which is asking a lot of six adults with day jobs and projects of their own. They have been excellent at unraveling the mysteries and at interpreting the clues they’ve found – they’ve surprised me a few times now by figuring things out quicker than I’d expected or with fewer clues than I’d prepared. I’m also very pleased with the ways they’ve leveraged community and preemptively diffused potential conflicts – they’ve not just avoided some potential fights but amassed a small army of allies who are helping them solve this mystery. That, to me, is a very solarpunk way to play this solarpunk campaign, and it feels very natural in a reasonable-people-acting-reasonably sort of way in the moment.

We’re looking at getting another group going with a different GM to better test my guide to running this campaign, and the lead dev is looking at finding an artist to do a pulp-style cover for it which is just really cool!

If all goes well we’ll publish the cleaned up version libre and gratis through the game’s various channels. But if you want to try it out sooner than that, we’ve currently got multiple groups testing it out on the game’s discord! And if you want more info or to download resources without an account, you can find Fully Automated over here: http://fullyautomatedrpg.com/>>

 

Text pulled from my blog post here: https://jacobcoffinwrites.wordpress.com/2025/01/06/buried-treasure/

The blog’s been quiet for a few weeks while I’ve been working on another project, so I thought I’d go ahead and write about that a little.

I’ve mentioned elsewhere that I’m also a dev for the Solarpunk TTRPG Fully Automated!, but I don’t think I’ve said so here. It’s an open-source, free (libre and gratis) project intended to be something like a solarpunk scifi version of Dungeons and Dragons (in that it has a robust ruleset and lore you can use or discard as you like while writing your own campaign). I joined like a year ago because I was looking for somewhere to talk solarpunk worldbuilding, and was drawn in by their lore and the sheer ambitious scope of their setting.

I think my understanding of solarpunk and my dreams for the future improved significantly just reading through their guide on how their world works. I think it’s by far the easiest-to-understand depiction of the end-state goal of various leftist systems, probably because it’s designed specifically to help players and GMs actually occupy this eutopian future in-game. It’s hard enough to imagine a better world, let alone to play a character who lives in it. They do a good job of depicting what a day-in-the-life would actually entail, in simple language, and it’s appealing.

When I spotted some gaps in the lore they were happy to take on my suggestions, and I contributed more and more until eventually they asked me to formally join the team.

The other devs have a wonderful knack for taking any idea I have about how something could work and dialing it up to 11. My solarpunk and cyberpunk fiction tend to be near-future things, the solarpunk in particular being much more postapoclyptic than utopian. The FA! team is ambitious and sees a much grander end state much further out than I normally focus on. If I tend to write the journey, I think they’re writing the destination.

I helped them get the rulebook ready for release, then helped review the premade campaigns they’d written. I think that was when I started thinking about making a campaign of my own.

I wanted to do something set in my neck of the woods, to explore how small, rural, ‘bedroom communities’ like the ones I grew up in would change in a world where endless growth and a total reliance on cars were no longer the societal default. The existing lore and premade campaigns are very LA-centric, so I moved my campaign to the east coast and got about as rural as you can while still having some human presence. In contrast to some of Fully Automated’s setting details, the region generally aims for a lower-tech, slightly more grounded vibe.

The end result is a sort of riff on treasure hunting adventures where the players need to journey off the edge of the map, searching dense forests and lost ruins for clues. But the forests and ruins are in a mostly-abandoned region of rural New Hampshire which is being rewilded, and the treasure is tons of industrial waste illegally dumped there sixty years ago during the setting’s WWIII (and which is now useful in the production of geopolymers). It’s got some heavy environmental themes around conservation of wild land and watersheds. As the players search for the pollution they begin to unearth other forgotten details of the region’s wartime history and draw the attention of someone who would rather they left the past alone.

I had two big goals for this campaign – the first was to explore various ways rural solarpunk could look, including questions of what makes for a genuinely sustainable community, the sort of tradeoffs and sacrifices a degrowth-based rural community may need to accept, and how towns and industries look when they accept that they live in a world without limitless resources. It examines various lifestyles and technologies that make sense in that context, local infrastructure, and even the kinds of people the region might attract. It pulls a lot from what historically worked in the region long before cars reshaped it.

In many ways, it represents a sort of amalgamation of all my rural solarpunk projects so far. If you like my postcard series, then playing this campaign should be the closest thing to stepping into those scenes and visiting the people they depict.

The second goal was to get an admittedly narrow glimpse into the Thousand-Year Cleanup – the nigh-endless work of a world where many people have made cleaning up our society’s mess their life’s purpose. The hidden pollution the players and their allies are working to find represents a common wrong from our time, and from the last hundred years of industrial production. Every time a corporation or business owner takes a shortcut that leads to disaster, or deliberately dumps poison into the land and water to save a few bucks, it represents their entitled expectation that the world around them, their human community, and all the other species impacted, will subsidize their cost savings with their health and lives.

Long term, I’m hoping to make The Thousand-Year Cleanup a collection of adventure modules (with the first being this adventure, Buried Treasure). This would be similar to Fully Automated’s previous premade campaign: Regulation, which included four playable modules. It probably won’t have a throughline plot, just a set of adventures themed around various aspects of cleaning up the world our society left to them. From buried industrial waste to massive swaths of plastic in the ocean, to endless heaps of clothes discarded in the desert, I think there’s tons of potential for campaigns based in some way around cleaning up our waste and making it useful. The scope is a little overwhelming but there’s a powerful optimism in depicting a world that’s making real progress on these disasters through the collective efforts of regular people.

I think it’s safe to say that this 160+ page campaign guide is my biggest Solarpunk project to date – it’s actually shaping up to be my longest finished work of fiction in general. I’ve tried to write several novels in the last decade or so, but usually get bogged down in logistical snares in the setting and plot. Writing for a tabletop campaign (and one I might not even be running) has been oddly freeing. I can’t know what the players or GM will do, so I present options, people and places and events which will be triggered by circumstances in their playthrough, but I’ve been careful not to set a specific set of rails for them to follow. In some ways, this plotless format has been much easier for me than writing a single story. And I’ve been able to include far more world building than any one group of players can possibly see!

Fully Automated’s dev team has a sort of template for organizing the notes/prepwork for running a tabletop campaign – it seems to be inspired a bit by the way scientific papers are laid out in sections, and while I don’t have much experience with GMing, I found it very intuitive. (Though I made some adjustments to organize mine around in-world locations rather than a timeline as Buried Treasure is a bit more open than the introductory ones they’d previously published.)

When I was writing the campaign, I’ll admit I sort of saw actually running it as the playtesting cost I had to pay to get the thing published. I had no idea how much fun I’d have actually sitting down with a group and trying it out. My players are great and I was shocked at how entertaining it was to watch them explore my world and interact with my characters, not to mention the satisfaction of watching them piece together the mystery!

At time of writing we’ve just finished up session 8 and I think the players are approaching the endgame and generally seem to be having a lot of fun. They’ve even talked about doing a second session per week which is asking a lot of six adults with day jobs and projects of their own. They have been excellent at unraveling the mysteries and at interpreting the clues they’ve found – they’ve surprised me a few times now by figuring things out quicker than I’d expected or with fewer clues than I’d prepared. I’m also very pleased with the ways they’ve leveraged community and preemptively diffused potential conflicts – they’ve not just avoided some potential fights but amassed a small army of allies who are helping them solve this mystery. That, to me, is a very solarpunk way to play this solarpunk campaign, and it feels very natural in a reasonable-people-acting-reasonably sort of way in the moment.

We’re looking at getting another group going with a different GM to better test my guide to running this campaign, and the lead dev is looking at finding an artist to do a pulp-style cover for it which is just really cool!

If all goes well we’ll publish the cleaned up version libre and gratis through the game’s various channels. But if you want to try it out sooner than that, we’ve currently got multiple groups testing it out on the game’s discord! And if you want more info or to download resources without an account, you can find Fully Automated over here: http://fullyautomatedrpg.com/>>

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