Fully Automated RPG

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

For more info visit fullyautomatedrpg.com.

founded 9 months ago
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submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/[email protected]
 
 

This is I think the third time in my life I've made a character sheet for a tabletop RPG so I've probably messed something up, but I thought I'd share it just the same. I tried to focus on making someone who is good at fixing and making things, and who only has some basic recreational sport fighting knowhow which he'd be very reluctant to use (and which might be dubiously useful anyways). I'm not sure how well he'd fit action-heavy campaigns - he's almost closer to a ship's engineer kind of role, and I'm not sure how that'd fit an investigation, for example. But I wanted to do something different, and emphasize other kinds of problem solving, so here's what I came up with:

I might change his origins based on where the next campaign I can join takes place. I feel like he'd fit just as well in another city, or even in one of the orbital or martian locations.

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Hypebot is a chill synth DJ. He's not bright, but he loves to party. You can find more about Hypebot on their character sheet. I'll also post Hypebot's bio in the comments.

Art by Jack Gross.

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For a game I was running yesterday, one of the NPCs plays zero gravity jai alai, and I legit stole the idea from Batman Beyond.

I love this concept for a sport in the future, and I'm super glad that Batman Beyond invented it.

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There's a scene on an airship ride from the LA spaceport to Long Beach, so I took a picture while I was on the Alameda Ferry a few weeks ago and then edited in a view of the sky. The one passenger who isn't totally blurred out is my husband.

I just erased the windows and put a stock image of the sky behind them. Simple, but effective, right?

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A bit negative, but I kind of agree that combat should probably have less emphasis in a Solarpunk RPG. I remember from the old days that the Paranoia RPG had a similar situation where combat really wasn't the focus of the game, so they pretty much kept it out of the rulebook and left it to the game master to flesh out if needed.

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This is the work of my brother Jack Gross.

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In a thread on reddit, someone said that they didn't see what kind of problems the setting would present, and I thought that u/lawrencelot's response was excellent enough to save and share here:

Someone stubbed their toe but has a fear of doctors. An organization develops a robot that can replace a deceased loved one. A family of badgers have built their home under railway tracks (note: this recently happened in my country). Alien contact. Someone is mean to a racist. Trees are growing their roots through nuclear waste from the past. A package was delivered to someone's neighbour and that neighbour ordered the same thing. Clouds start forming mysterious shapes. A kid's balloon flew away. All inhabitants of a city start having nightmares of an apocalypse. Someone throws soup at a famous painting to ask attention for robot rights.

It makes me really happy to see that other people get the concept, especially because I don't pretend to have enough imagination to come up with as many ideas as this, so I'm really hoping that this game inspires others to come up with ideas like this that I can play some day.

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This is the background art for the cover. Before I share the full cover, I wanted to give a peak at what artist Sean Bodley has done for the background.

You can find more of his work at https://seanbodley.com/ and support him at patreon.com/seanbodley.

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I've seen some discussion, mostly over on Mastodon, about whether solarpunk games should include violence. They make the case that we already devote too much headspace to killing, and believe that solarpunk should be held above that, as a space to think about alternatives.

I think that's a good goal, but I'm not sure banishing violence from the setting is a good way to go about it. Solarpunk is very much a genre space for exploring possibilities, and trying out new ways of doing things, but its also often pretty grounded in reality, whether that's technologically, socially, or politically. Maybe I'm pessimistic, but I don't think it's unrealistic to expect conflict and violence in the world's future, and I think its worth it to consider solarpunk answers to how/when to fight as well as to deescalation and conflict resolution.

The 'But why? Section of the 'Combat' page says: "Even if you don’t like running combat (and we’re right with you), having a combat system that is easy for a GM to use raises the stakes when situations get tense. Knowing that a fight is possible and easy for the GM to run in-game makes the risk of violence more present from the metagame perspective of players. This increases the stakes and instills standoffs with a higher urgency to deescalate."

I really like this approach - you don't have to add violence to your game, but you can, and much like in real life, the threat of it is always there if you can't find those other solutions.

I think this is a really good use case, and it reminds me of an article from awhile back that I really liked, about a campaign that went even further. Using an surreally lethal shoot'em'up cowboy miniatures game from the 1970s as the mechanics for a tense campaign of politics, deception, and intrigue.

The gist is that by providing a game where gunfights were, perhaps, realistically lethal for the players and NPCs alike, the GM was able to ramp up the threat of violence to the point where the players found all kinds of clever ways to avoid it, or to minimize risk to themselves when they decided it was necessary. And because it was sparse and high risk, the tension remained tight throughout. To quote Rutskarn (the GM):

'Though a “powerful” character might tend to go first or hit more often, where they hit and how much damage they do has nothing to do with character (or player) skill. All hits debilitate, and a fifth of the time they’ll kill outright with no recourse for the victim.

[...]

Not many games discourage players from pissing off NPCs. The worst thing an aggrieved character can do is fight you, and that’s just where most RPG characters are built to succeed. I know from personal experience that, roleplaying aside, it’s tempting to conclude: “I’m going to fight this douchebag eventually. Why not get it over with now?”

Played ruthlessly, Boot Hill‘s mechanics and milieu produce very different expectations.

[...]

The vicious, tense, and bloody combat made players very afraid of the consequences of mis-stepping. There was a fear, a tension, a thrill every time they even picked up the dice; if they were attacking they knew they were taking a great risk, and if they were being attacked, they knew they may have made their last mistake.'

At a glance, that doesn't sound like something you'd include in a solarpunk game. It's sudden, brutal, and bloody. But this is, I think, a pretty blunt impression of what violence really looks like. There's a reason most of us want to avoid it so badly.

Now his goal was different from ours - his simulated Toombstone was far from aspirational, and the player characters were a ruthless, corrupt pack of murderers. But the game mechanics didn't make them do that, and the ultra-lethal combat was the main reason why they only participated in fights five times in what sounds like a months-long campaign with a plot to otherwise rival Game of Thrones.

Fully Automated's Firefight system isn't this vicious, and it's also packed with less-lethal alternatives to bullets and buckshot. But I think there's a similar chord in the decision to make violence possible, so that the threat is there. What we do in the space around it is up to us.

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submitted 9 months ago* (last edited 9 months ago) by [email protected] to c/[email protected]
 
 

I just realized that since this community is new, it's going to be listed on the front page of SLRPNK.net, so I should do a bit more explanation and promotion.

Fully Automated is a solarpunk tabletop RPG.

If I were to hear that, my first questions would be:

  • *"What kind of solarpunk?"
  • "What kind of stories is this for?"*
  • and "How solarpunk is this? Are we talking science fantasy with solar panels? Or something more?"

First and foremost, it's meant to be flexible. That said, the default flavor is a scientifically grounded version of high density, post-scarcity urban adventure.

The first set of playable stories are meant to be accessible, exciting adventures, especially to people new to solarpunk. It's assumed that the game may be played by game groups at the request of one player, but not everyone in the group has ever encountered this genre. These stories are primarily investigative, with a mix of diplomacy and possible violence.

Finally, how solarpunk is it? Ultimately, I don't want to confine people, and different people have different tastes. But we've made an effort to provide a starting point that doesn't feel like capitalism with a green coat of paint. The default setting exists somewhere between Libertarian Socialism and Anarchist Communism. It describes a world with a very different set of technologies, social expectations, and philosophical relationships to neighbors and nature. This game is meant to appeal to people new to solarpunk stories, but hope that folks who've read all the classics will not find it shallow.

Most importantly, though, this is not a manifesto. It's a game, and it's meant to be easy to play and genuinely fun. If you like TTRPGs, we hope you'll try it out with friends! If you want to try it, let us know and we'll help get you started.

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We're getting ready to release Fully Automated, which means setting up social media accounts and our website:

fullyautomatedrpg.com

I'm not sure how much activity this community will have, but if people are interested in discussing the game, here's the place to do it!

If you're unfamiliar with the game and have found your way here, go ahead and ask questions.