I write science fiction, draw, paint, photobash, do woodworking, and dabble in 2d videogames design. Big fan of reducing waste, and of building community

https://jacobcoffinwrites.wordpress.com/

@jacobcoffin@writing.exchange

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Joined 2 年前
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Cake day: 2023年6月5日

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  • It’s definitely getting harder and harder to draw genre boundaries - cyberpunk quietly infiltrated mainstream scifi to the point where you can find cyberpunk elements in almost any modern scifi. Not bad for a subgenre the corporations and marketers misused and overused until it crashed. I remember people talking about it like a joke in the 2000s so I’m very pleased it won in the end (though I wish people treated it more like a warning than a roadmap).

    I can definitely see the inclination not to include Murderbot (I thought twice about including it on the list) mostly because it doesn’t feel cyberpunk. It’s very clean, there’s no sense of decline or collapse the corps are ruling over, and the locations by and large don’t fit the usual. Heck one area is lowkey solarpunk. I think it has a ton of cyberpunk elements, story beats, etc, but it’s almost fridge cyberpunk, you have to walk away and think about it before enough of them line up. And feel is a big part of the genre, I think.



  • Sorry I’m late! I think I’ve made pretty good progress so far on the campaign - I’ve been spending most of my writing time on organizing the document, moving sections around, and getting the layout right. I’ve had some good suggestions on section additions from Andrew Gross, such as creating an Adversaries and Escalations subsection for each major part of the campaign. These consolidates information on the people who will (or might) try to interfere with the players’ investigation. Previously that information was sort of scattered across locations, character profiles, and assorted scenes. Getting it all in one place for each potential adversary and making their motives clear has felt good.

    I’ve also continued running the second playthrough, and have had a great time making it a more cloak-and-dagger campaign for this investigator-heavy group of players. They uncovered the cold case murder mystery at the heart of the conspiracy to stop them much earlier than the first group, and there’s been some tense scenes even though I’ve been striving to avoiding any outright combat because I don’t think it fits this group.

    This has been really helpful in planning and describing other ways the campaign can go, and TBH proving that the open world sandbox design is fairly solid! My goal was to make sure there was enough information, locations, and opportunities that you could spin a decent adventure out of it no matter how the players decided to pursue their investigation, and it feels like we’re pretty close to that! In terms of writing all this info into the guidebook, I’m trying to hit a balance between making the information available and not driving myself insane trying to write a choose-your-own adventure book. I’m recognizing that once they get to the main location, basically all bets are off and I’m making sure that any overarching plot and adversary tactics read as branching suggestions from that point forward.

    I’ve also been working on adding additional Non Player Character profiles though there’s still a handfull left to make.







  • I think things are going to get a good deal worse in the next few years, but also that the old systems crumbling could make space for something better. But if we want better things to grow, people will need hope and roadmaps. They need to know that things could be done differently and those solutions have to feel reasonable. And I think that’s where solarpunk media comes in.

    I think fiction has an incredible ability to make these potential realities feel familiar and comfortable and attainable, to wear off all the rough edges and propaganda. Solarpunk settings can help people tour their options, and see what library economies, public transit-heavy cities, and robust systems of support and mutual aid look and feel like, how they might work (and problems that might arise and how they could be solved). So when someone starts trying to scare them about the dangers of socialism or anarchy they already know better because, in a way, they’ve been there.

    When I work on solarpunk art, write solarpunk fiction, my research is mostly around rebuilding. What practices, technologies, infrastructures make sense for a society that’s trying to rebuild better. My hope is that we can speak to this generation and the ones that follow it, provide big dreams and suggestions on techniques, and hope they’ll recognize opportunities to improve things when they see them.


  • It hasn’t been especially difficult but I think I’ve got a huge advantage this time in that I’m writing a premade campaign guide for a TTRPG rather than prose fiction. When I’m writing prose I definitely struggle with how much information to include and how to fit it in so it feels natural and doesn’t mess up the pacing.

    With writing this campaign, I know from the outset that the players are going to miss huge swaths of the content. But the upside is that because they’re the ones driving the plot and deciding what to focus on, I’m free to provide as much information as I feel would be useful to the GM and if the players want to engage with it, they will (sort of like side quests and optional audio logs in video games).

    I’m definitely a worldbuilding-first writer and I love the fiddley little details that make a place work so this has been an absolute blast. I keep the ‘box text’ narration stuff short and descriptive but I provide all kinds of information so if the GM has to play an expert on something like a farmer or deconstruction worker, or environmental restoration tech, they’ll hopefully have enough to sound like an expert.

    The other advantage I have is that the plot (a quest to find thousands of tons of illegally dumped industrial waste in rural New Hampshire) aligns well with my goals.

    Basically I wanted to write out how I think rural New England might look in a solarpunk future (a lot like a modernized version of how it did a hundred years ago) and to introduce some practices like ice harvest, spring houses, etc that predate modern tech but align well with solarpunk ideals. I wanted to write some more grounded solarpunk with a lot of emphasis on reuse and salvage. And I wanted to talk about watersheds, groundwater, and how pollution moves through them, and various practices used to remediate different contaminats.

    I stocked the game with locations and characters that address one or more of those themes, in various ways. The players’ search for the waste is almost bound to bring them through a bunch of these places and to start conversations thatdevelop on those themes.

    I hope some of this is useful, I think this is the biggest fiction project I’ve worked on, and I’m surprised to find that it’s going much better logistically than previous attempts at writing prose novels. I think the worldbuilding-heavy structure and lack of a single set plotline just worked really well with how I write.


  • TBH even if they got robo taxis working (and I think that’s a big if without lidar) they’d be even more of a lightning rod for vandalism than personal vehicles and dealerships. They’d more thoroughly represent Tesla than personal cars and they’d be safer targets than dealerships since they could be summoned into a known (camera free) environment which would minimize risk to anyone who wanted to paint it or drop a rock on it or whatever. Especially if they were active long enough for their behavior and routes to get predictable.



  • That’s an interesting question - you’re right, it would be easy to write it that way and this is an incredibly new field (the oldest stuff I’ve found dates back to the 90s and I’ve seen papers announcing the discovery of the first known hyperaccumulator of this or that contaminant dating as recently as 2023) so chances are good anything I write will end up with some ‘obvious’ gaps in a few years.

    I guess I’m trying not to make up any technologies - most of the scifi elements in the campaign are from the Fully Automated lore rather than my imagination. I suppose I want this to be very grounded and practical, and educational. I’d like it to convey a lot of information about how these contaminants work, where they come from, how they spread, and how we remediate them. I’d also really like to emphasize the importance of watersheds, groundwater, and also to reintroduce a lot of old New England practices (spring houses, the ice harvest, etc) that I think are solarpunk but are also fading from living memory. I think solarpunk works best when it’s practical, when you know as a reader or player that you could go outside and do some of this stuff.

    I’m going to keep thinking on this - I know I have a few places where I merged FA lore with IRL remediation and detection practices (such as with the chemical detecting slime mold from the equipment table in the rulebook). I’ll see if there are any other joints where real life stuff meets scifi.