An edition of Fully Automated! Solarpunk RPG (2024)

Fully Automated! Solarpunk RPG

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read
Not in Library

My Reading Lists:

Create a new list

Check-In

×Close
Add an optional check-in date. Check-in dates are used to track yearly reading goals.
Today

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

Buy this book

Last edited by Jacob_coffin
June 4, 2024 | History
An edition of Fully Automated! Solarpunk RPG (2024)

Fully Automated! Solarpunk RPG

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

Get ready for adventures in a world both alien and familiar! Fully Automated is a complete, open-source tabletop RPG set on a recovering earth in our post-capitalist future!

Overwhelmed by war, poverty, and climate collapse, many humans expected the twenty-first century to be humanity's last. But in the face of a global meltdown, the Gaiean civilization underwent a global revolution. Now food is free and workers run the world. But a permanent weekend doesn't guarantee that things are always easy: sometimes... anarchy can be a little chaotic.

Fully Automated is by and for fans of cyberpunk, space opera, and classic sci-fi who've grown bored of the doomerism inherent in most futures on offer. The result is a scientificially and politically informed post-scarcity setting of endless possibility!

Create the characters of your dreams!

  • Choose from dozens of wild abilities and augmentations, from underwater breathing to brain-machine interfaces!
  • Select from a bounty of playable sapient creatures, including humans, enhanced chimps, androids, cyborgs, disembodied AIs, furries, or whatever else you come up with!
  • Make a difference (for better or worse) by aligning with dozens of interesting affinity groups such as the Los Angeles Protectors League and the Interplanetary Society of Investigators!

Adventure across wild environments!

  • Literal urban jungles!
  • Biodiverse, self-sustaining exurbs and rural towns!
  • The vibrant and unpredictable wildlands!
  • The frontier towns of Luna, Mars, and orbit!
  • Cyberspace!
  • The mental realms of neurospace!
  • The arctic, the oceans, or deep under the earth's crust!

Fully Automated uses a custom 2d10 system for roleplay checks that is easy on newcommers and veterans alike, and a custom card-based combat system that will have you asking, "How the F#&% did these hippies make a fighting system so good?"

Plus original art and plenty of tools to help GMs run existing material or create their own!

Whether you're already a fan of optimistic futures or about to become one, Fully Automated is a great place to find ready-to-run games and interesting bits and pieces to spice up your homebrew work and creative writing. And when you do, share freely with a growing fan community on Discord and Lemmy, where you don't need to wait to get pre-release drafts of upcoming playable adventures!

Publish Date

Buy this book

Edition Availability
Cover of: Fully Automated! Solarpunk RPG
Fully Automated! Solarpunk RPG
5/22/2024, https://fullyautomatedrpg.com/

Add another edition?

Book Details


ID Numbers

Open Library
OL51728083M

Excerpts

What do people do?

Generally, people do many of the same things they’ve always done, just in different amounts and with less pressure.
People wake up in the morning and eat. If they choose to work a job, they log on to it or commute there, where they do many of the things you would see in Richard Scarry’s books.
People work fewer hours a week, spend more attention on family, and invest more time in personal explorations like travel and education.
People still need food, water, power, healthcare, shelter, etc. There are construction workers operating mechs that build things, researchers studying the world, grocers stocking fruit, and librarians lending and tracking all the tools that keep society running. And there are also many, many people enjoying everyday leisure in a world where work is largely optional.
There are extensive subcultures of people making use of the lessened pressures to survive: full-time travelers, full-time gamers and athletes, and full-time roleplayers and actors living in invented worlds. For examples of what people do, see the Random Character Table.
There are also people creating problems and solving them. People still steal sometimes, or intimidate, or destroy. And others investigate, defend, and restore. Like we said: people do many of the same things they’ve always done.
Page 188, added by Jacob_coffin.
Where does stuff come from?

The society of Fully Automated operates within a circular economy. Nearly everything is
produced with a preplanned process for returning it to its base materials. This process of
minimizing waste is achieved through many different systems working in concert.
New production is designed from the start to be resilient and repairable. This may involve
using materials or production techniques (such as fused silica) which are more energy
intensive, but which will last much longer.
Repairability is not just a requirement but a universal expectation for all goods.
Manufacturers and their products' public ratings continually reflect their reliability and
repairability. It is not unusual to see appliances which may have motors that are ten years
old within a chassis that left the factory sixty years ago.
How this production looks will vary by location, purpose, and motive. There are factories full
of gleaming automated assembly lines with only the barest human oversight. There are
workshops and co-ops where skilled craftspeople practice arts that are thousands of years
old with only the slightest updates. And there are fablabs, makerspaces, garages, and
everything in between. The most common production process for most consumer electronics
would take place within medium-scale factories using general-purpose multimaterial 3D
printers and electronics fabrication equipment to manufacture products based on
open-source designs. Such centers typically supply needs within a hundred kilometers using
raw materials obtained within a similar radius. This new production is largely created to meet specific demand, and to prevent shortages.
Entropy always wins in the end, and a steady trickle of new stock is necessary to keep up the
supply. But the overall production rate for most consumer goods is a small fraction of the
size of the repair and upgrade market.
Page 188, added by Jacob_coffin.
Libraries
Just as everyone knows how to acquire the items they need through purchase today, the
people of the twenty-second century understand how to obtain the things they need both
through libraries and shops that freely supply common goods. And the disposal process for
these items largely mirrors the acquisition process. The same stores and libraries that supply
things collect them when a user is finished using them. Just as these suppliers have the
necessary distributors and connections to producers, they’re equally familiar with the supply
chains for directing worn out items to refurbishment and material reclamation centers.
Within this world, there is really no concept of trash as we currently imagine it. Everything
exists within a place on its journey. Coffee grounds and banana peels are just unprocessed
compost. A bike that has been damaged beyond repair is no longer a bike, but has become
raw metal or carbon feedstock awaiting processing and refinement.
This network of production, modification, and reclamation relies on a wide network of
municipal reuse organizations, repair co-ops, and specialized libraries. Much of this is
automated. Not only are items designed for intuitive deconstruction, most items contain
embedded end-of-life deconstruction instructions. When a calculator is placed in a
defabricator, for instance, the defabricator can rely on open-source general breakdown
instructions if the end of life-instructions are unreadable, but it will more likely read the
embedded instructions to disassemble the parts in the order intended by the designer and
then either recollect parts or dissolve them back into their fundamental elements. In either
case, the output is cataloged and packaged to provide input for new fabrications.
Given the wide range of inputs though, humans are involved throughout the
decision-making, logistics, and engineering processes.
Page 189-190, added by Jacob_coffin.
Open workshops, makerspaces, and
assisted repair labs are common in every neighborhood, and provide the means for anyone
who needs something fixed to get their items back into working order.
The final destination for items too dangerous to recover – such as medical waste – is
typically combustion or rapid chemical degradation.
It is intentional that the game tries to hybridize a lot of different systems: you have high
tech automated production of goods, you have creative reuse of existing items and
materials (also known as jugaad), you have bespoke traditional crafting, you have
borrowing... the intention is that by creating a world that explicitly includes all these things,
the setting provides narrative freedom so any GM or player can focus on whichever
production and distribution system they prefer or which fits a given story.
Page 190, added by Jacob_coffin.
The Post-capitalist Economy
The economy of Fully Automated is a form of communism. It is defined by a suppression of
wealth accumulation or profit extraction. Labor is compensated – including the labor of
managers and executives – to couple the distribution of luxuries with the efforts of those
who wish to contribute more at a given time. The extraction of money to reward investors,
however, is illegal. And compensation overall is meant to be enjoyed in the present rather
than stashed away. The benefits of investing resources in an operation are delivered in the
form of the output of that operation: one contributes money, labor, or resources to building a
pub because they want the pub to exist. There will be no financial return for doing so, only
the gratification provided by the pub’s existence. For this reason, there are typically no
uninvolved investors. Allocation of resources is guided by the actual stakeholders: workers,
end users, and the communities impacted by an enterprise. Limited resources – chief among these, land – belongs to the commons, and cannot be
exclusively owned and used for purely selfish ends. Land and other resources can be held
under terms that confer rights similar to ownership, but these rights must be used in the
collective interest as determined by broad democratic consensus among those with a stake
in how the resources in question are applied.
Within the game world, this particular implementation of communism is known as
Communitarianism. It prioritizes the needs of all before meeting the wants of few by
distributing economic and social capital as universally as possible. Communitarianism is
often taught in schools as a marriage between pre-industrial gifting economies and
post-industrial market economies.
Page 121, added by Jacob_coffin.
Labor
Because most labor can be automated, basic necessities are available for free and nearly
everyone on Earth is eligible for a guaranteed income too. This makes work largely optional.
Life is fairly comfortable for the average person. Luxury still costs a premium, but the
basic human can live as though on a permanent weekend. One can live in a small
apartment playing video games and eating hot pockets if they choose. Most provide
some value to their communities, whether by taking one shift a week at a co-op,
making art, or caring for others. Regardless, long-term involuntary houselessness and
abject poverty are relics of the past.
The size of basic incomes varies by region, with some offering more generous ones
and others offering little beyond sustenance. These incomes primarily pay for luxuries
and land taxes. Staple foods, education, and healthcare are available free of charge.
People don’t pay directly for essentials like food and shelter. Food is picked up at
food co-ops where members may pay monthly dues. Rent doesn’t exist, only land
taxes and fees for shared costs like building upkeep and amenities. This means that
cash – whether earned from labor or ones’ basic income – is used primarily for
extravagances and walking-around money.
Page 122, added by Jacob_coffin.

Links outside Open Library

Community Reviews (0)

Feedback?
No community reviews have been submitted for this work.

Lists

This work does not appear on any lists.

History

Download catalog record: RDF / JSON
June 4, 2024 Edited by Jacob_coffin added information
June 4, 2024 Created by Jacob_coffin Added new book.