Solarpunk

and how to design them!

better futures among the changing climate

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