Hi, I’m Jacob Coffin, you might know me as the guy who posts solarpunk postcards, worldbuilding research, and other DIY/zerowaste projects sometimes. But that’s all been something of a side project for me for the last two, almost three years. My main project has been researching, writing, playtesting, and making art for a TTRPG campaign, and we’re finally launching it!

I should probably let the blurb we wrote introduce the thing:


A buried secret can stay dangerous for a long, long time…

An investigator has a hot tip: rare waste. Dangerous to the environment and valuable on the reclamation market - a remediation co-op is already standing by to remove the contamination and restore the surrounding land. But time is running out to find it, as what’s left of the town is deep in a deconstruction boom.

In Buried Treasure, players travel off the edge of the map to the mostly-abandoned town of Comity, New Hampshire to find an industrial dump site left over from the Global Climate Wars. But as work crews are in the process of removing the abandoned buildings and roads, there isn’t much time left before the trail disappears. It’s gonna be a challenge. But at least no one is going to be trying to stop them. Right?

Buried Treasure is the long awaited second campaign for Fully Automated! Filled with interesting characters, locations, and plot hooks, this story has 20+ hours of content to delight solarpunk aficionados and newcomers alike!

This adventure features:

  • Original (human-made) art!
  • An immersive rural solarpunk setting with resourceful homesteaders, radical work crews, and a village made from repurposed McMansions!
  • Maps, evidence, and an environmental sampling mini-game!

If that piques your interest, this is definitely for you! And if it doesn’t, you should check it out anyway because it’s free! As always, share any questions, feedback, and stories with our growing community on Discord, Mastodon, and slrpnk.net!


Like all the other solarpunk stuff I make, this campaign is CC-BY, so it’s absolutely free. You can grab the files on DriveThruRPG, itch.io, or just download them from my folder here: https://mega.nz/folder/HUEA3TyB#jB2zQnczETliHMKGIDeSyw

  • JacobCoffinWrites@slrpnk.netOP
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    3 days ago

    I don’t think I can overstate how excited I am to finally share this thing. It’s by far the largest solarpunk project I’ve finished - in fact it’s the largest fiction project I’ve completed at all. At 300 pages it’s longer than the game system’s actual rulebook, and between the text, location and character art, maps, and paper evidence, it’s pretty dang elaborate! 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 that setting.

    Personally, I also think it’s a pretty solid introduction to solarpunk. My second player group were entirely friends from other parts of my life, none of whom were familiar with the genre beyond intuiting that it was similar to steam- and cyberpunk. Their investigation and the twists and turns of the mystery they were uncovering certainly kept their attention, but throughout the dozen two-hour game sessions, it was the chance to explore a grounded, optimistic future which seemed to really delight them. I ended up getting to share far more of my worldbuilding than I’d expected to just because they wanted to see more of the world, and the hopeful setting and the way it was influencing their real-life worldview came up several times when we talked about their experience.

    It may be obvious from my other projects that worldbuilding is my favorite part of writing, and the TTRPG campaign format has allowed for an admittedly rather absurd amount of world - certainly more than I could have fit in a novel. After all, the players will determine which bits of the setting they’ll engage with and dig into. That fact, combined with my preference for being able to play the part of a knowlegable character accurately, led to a lot of research and a lot of notes on everything from crop rotation to phytoremdiation.

    The campaign provides dozens of locations to explore, from isolated homesteads and farms to deconstruction sites, rewilding/forestry camps, environmental restoration projects, and a modern agricultural village and food forest made from an abandoned development of McMansions around a golf course. You’ll also find thirty-plus named NPCs with backstories and character art, maps with toggle-able layers for each discovery, evidence files, and location art.

    It’s also a sort of manifesto on solarpunk in rural New England: on the recent history of the region; how it looked and worked in the past; the changes which have shaped it into the sprawling, car-dependent, habitat-fragmented place it is today; and some of the ways it might change (good and bad) in a more solarpunk world.

    One of my main goals was to explore various ways rural solarpunk could look, including questions of what makes for a genuinely sustainable community, what sort of tradeoffs and sacrifices a degrowth-based rural community may need to accept, and how towns and industries might look if they were to accept that they live in a world without limitless resources. It collects a lot of my thoughts on how the exurban “bedroom communities” I grew up in would change in a world where endless growth and a total reliance on cars are no longer the societal default. It examines various lifestyles and technologies that make sense in that context, as well as the kinds of people the area might attract. Along the way, it explores some of the aspects of life where people can independently arrive at solarpunk practices out of necessity or goals like individualist self-sufficiency.

    In contrast to some of Fully Automated’s Los Angeles setting, the campaign generally aims for a lower-tech, slightly more grounded look at rural areas.

    It’s also got some heavy environmental themes around conservation of wild land and watersheds: The primary setting is actively being deconstructed and rewilded, essentially being turned into a large natural park. The players can visit deconstruction sites, an unlined town dump in mid-excavation, a once-badly-damaged rewilding zone, phytoremediation sites (including one where they’re rebuilding a wetland contaminated by cheap fill), beaver dam analogs on rivers, an enclave of fuel-engine mechanics, former sandpits, and more. Watersheds play a fairly large role in the story - the main map aims to show how old world borders split watersheds so they couldn’t be managed effectively, treating rivers as boundaries rather than as shared resources. The town itself is divided into three watersheds which merge downstream. Only one has been poisoned, which can help the players isolate the source, but if they fail to find it, the poison will eventually follow the rivers as far as they go and contaminate everything downstream.

    I’m very glad to have made this thing, and I really hope you’ll check it out! And if you like it and would like to support us, please share it around! Email it to your friends, upload it to a file share site, leave it somewhere on a USB drive, whatever works for you!

    I’m working on an interposed, bookbinding-ready version for anyone who wants a hardcopy version, but I need to make it myself before I’ll know how tall the book block will be, and thus how thick to make the spine in the cover file. I also need to make a rear cover as my original plan had a different front (which never got finished) and would have used the current one as the back.

    I’ve got a few other projects lined up to start once this thing is officially launched. I’m actually working on a gamebook version but, to my surprise, it’s already becoming a distinct project, sharing a setting, some characters, and the broad strokes of the mystery and some of the plots from the campaigns but adding new characters and events. I’m interested to see how far it’ll diverge from the campaign. Some of the changes I can spot from here - more built-out scenes, fewer charts and blunt chunks of worldbuilding - but a lot of the shifts are subtler and come from thinking about this place and events in a different context. I really hope it works out.

    I’m also excited to get back to smaller-scale projects like the postcards, some bookbinding work, and some tech restoration.

  • tias@discuss.tchncs.de
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    3 days ago

    I’ve looked at this post a couple of times now but I can’t see any link to something that can be installed?

    • JacobCoffinWrites@slrpnk.netOP
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      3 days ago

      Hi! Thanks for taking an interest in the campaign! Tiresia is right, it’s a tabletop game, sort of a solarpunk equivalent to dungeons and dragons or cyberpunk 2020, though with hopefully less fighting!

      You could play around a table with a group of friends or I ran most of my games online, through discord. The big zip folder of files is sort of intended to make it easy to drop maps, location and character art into the chat.

      I am working on a gamebook / twine game version but that’s a ways out at this point

    • Tiresia@slrpnk.net
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      3 days ago

      TTRPG = tabletop role playing game. You don’t install it on a computer, you print it out and run the game on you and your friends’ minds.

      • punksnotdead@slrpnk.net
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        2 days ago

        Does it matter what operating system they use?

        Most of my friends are running some form of autism distro which I assume is fine, but there is a few neurotypical users. Should it still run okay on their hardware or will some kind of compatibility layer, like wine, be required to get it to play properly on their minds?

        • JacobCoffinWrites@slrpnk.netOP
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          1 day ago

          It was written in a NeurodivergentOS environment so it should run natively there. Your mileage might vary on other distros but we’ve dedicated a lot of time to various cross-system compatibility features (and fortunately only the GM has to run the full version to get it started). Wine etc is always recommended.

        • JacobCoffinWrites@slrpnk.netOP
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          3 days ago

          If you ever decide you want to get into tabletop gaming, the Fully Automated folks have a discord where they sometimes run games (it’s also just a really nice community):

          https://discord.gg/2FtTfGGDJr

          If not, then the single player gamebook version might be a better fit, once it’s done (sorry I don’t have a timeline on that, I’ve never written one before).