Solarpunk
and how to design them!
better futures among the changing climate
2025, Paweł 'alxd' Ngei
alxd

playing RPG for 20+ years
hacker for 15+ years
solarpunk for 10+ years
Solarpunk as a way to tell real stories



Genre Perspectives
fighting to preserve status quo
fighting the oppressive government / corporations
building alternative communities
Culture, not Tech
Commando Jugendstil


Technology as Infrastructure

with extra community inside!
Global South
without Orientalism

Ages of Solarpunk Fiction
Pre-Transition
You are here now!
Self-organization within capitalism
Instead of Cyberpunk
Resource wars
Major climate disasters
Collapse of existing structures
("The Setback")
Instead of Postapocalypse
Transition
The struggle to rebuild
New social structures
Hardest to imagine
Post-Transition
Utopian Sustainable Societies
Post-Transition



Transition




Acknowledging the traumas


Altadena, California, 2025 - (Maxar Technologies via AP)
Power Fantasy
without Escapism




WIP by The Lemonaut
Framing world interactions
with mechanics
Mechanics: universal or highly thematic?



vs
& PBTA
Framing Non-Violence

It is overwhelming how much violence takes over our ability to tell other forms of story.
(...) the decision to say there's no violence in Wanderhome is because I want to invite all the other stories to the table. It's not so much about saying, oh you can't do this. It's saying hey let's make space - violence is the loudest person the party, right?
Dealing with trauma

Adapted

Hardened
Library Economy

roll for availability
Generational Play


Q0: What do players do in Solarpunk?
Idea 1
Firefighters
Disaster Relief
(what do you mean I'm no longer a fantasy cop)
Q0: What do players do in Solarpunk?
Idea 2
Community Facilitators
Inter-community negotiators

Phase Structured
Zero-Sum Faction War
Pressure Cooker
Phase Structured
Positive-Sum Faction Conflict
Pressure Cooker

Q0: What do players do in Solarpunk?
Idea 3
Base building


shape the world with the
UNLOCKABLES


Q0: What do players do in Solarpunk?
Idea 4
Explore the
ecosystems!


Q1: What Technologies are Solarpunk?
Don't think about a technology / device
think about its cultural effects
No Airplanes
Slow, intentional travel - big event
New traditions around travel
New traditions / culture around remote connections
Remote communication can be alienating for an individual, unless on a community level
Q1: What Technologies are Solarpunk?
Technology is seen as infrastructure,
cradle-to-grave, a communal aspect
Cybernetic Implants!
Is this something a character wants and needs?
Can a community support a person with implants?
Who supplies the parts?
Hard Wired Island goes in that direction
Is there a cybernetics library?
Ideas for Technologies?
Open Knowledge
Free Software
Open Hardware
Q2: Ageing and disability in Solarpunk?
...to each according to their need
Shape of families and households?
found families
Terra Ignota's bashes

Accessibility
people
want
CC BY-SA Kimiooon

Lifelong
Education
Q3: How to make _________ interesting?
healing
teaching
maintenance
make mechanically
purposeful!
Each act of violence generates a trauma
You can only heal traumas in a community where you can be emotionally vulnerable.
You only get XP when you
teach someone what you learned
The act of maintaining your community,
relationships or infrastructure
regenerates your willpower

article on Ars Technica

"As in real life, the most sustainable player does not always win."
Emergent Narratives
More Resources
Build a Better World TTRPG Jam: Solarpunk
By Pawel Ngei
Build a Better World TTRPG Jam: Solarpunk
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