If you're who we're looking for, building the future is what you're about. And finding ways to include in it people who have not previously been included. And we do that. <This paragraph needs to be greatly enlarged and liberally studded with links.> 

The American Dream I was taught in my elementary school was of an egalitarian, compassionate society that provided freedom of unlimited opportunity to all its members.  The silver-age science fiction of that era was largely based on space travel, as a physical demonstration of that lack of limits -- blowing the old phrase "The sky's the limit" off the table.  

Solarpunk seeks to restore that boundless optimism.  It is a 'punk' genre because it has to deal with the detritus of previous failures to create that society, but it is focused on its creation, rather than obsessing (as its grandparental genre 'cyberpunk' does) on detailing the precise nature of the horror it has to clean up. 

<Environment> If the methane clathrates on the ocean floors sublime, the result will very likely be an Earth climate similar to that of Venus -- which would mean the end of all oxygen-breathing life on the planet, including ourselves. This fear has replaced an earlier generation's fear of nuclear holocaust; even in the era of the Bay of Pigs, the USAF retained enough wisdom to turn down the cobalt bomb, which would have had a similar result.

It's a useless tangent to argue about whose fault it is or whom to blame; what is vital is to *make it stop*. We also want to structure ourselves as a society such that similar problems can't recur, and to set up for ourselves fail-safes and actions to take in case it does.

Now, about accountability and documentation: The language of the gaming culture has been evolving so rapidly I'm not sure my term-from-last-year is still correct; with that warning I'm working on getting us a "cudo-based scoring system" to track and reward personal activity.