This is just a copy and paste of Mav’s A1-0 guide until we figure out what to do with it. Mav has slowly been deleting it, so the entire guide is not available anymore.
Hello there,
't Is I, the self-proclaimed Loremaster of A1-0. This guide is aimed towards new players in A1-0 to help them get started in the sci-fi canon of TSP. Here I will try to guide you in the process of how to worldbuild and how to initiate roleplay in this weird sciency environment. In this guide we’ll discuss the following subjects.
- General setting of science-fiction and A1-0
- Rules of A1-0
- Wolrdbuilding
- Characters
- Your first steps into the stars
- How to use NPN and NPR’s
- War in A1-0
General setting of science-fiction and A1-0
Now one of the first questions that might pop up, is what exactly is science-fiction? What is the core of the genre? The utmost core is that unlike myths, legends and fantasies, the main characters are mostly above average and are able to overcome their quests through different means. Often this is due to the heavy use of science, commonly science that doesn’t yet exist and is fictional in nature. There are no gods, demigods and magical creatures which shape the world. Instead the focus lays with normal and above average people who face problems in a typically futuristic setting. In tales of old, tragedies signify the doom of a character and science-fiction goes against the predetermined destiny where one couldn’t change his/her fate. This is a universal element in all genres of sci-fi, but there are many distinguishable subgenres.
To keep this guide to the point I’ll focus on he setting in A1-0, our sci-fi canon. It takes place roughly 10.000 years into the future where there is no clarity into what happened to humanity. They still roam the stars, but the exact fate of Earth/Pacifica (human homeworld) and the original human nations remain shrouded in mystery. In this time new and old star nations emerge again in the sector of A1-0 of the Lampshade Galaxy. Either to explore, to trade or outright conquer bring order to the sector. You heard that right, that means that borders can be subject to change with the necessary consent of course. A new era of exploration (nations still are initiating first contacts) is currently partaking and whether or not it will result in a consequent era of war or peace yet remains to be seen…
The primary aspect that makes this possible is Faster Than Light travel (FTL-travel) and should be taken for granted when RP’ing here. A reference to what I would suggest is similar to our canon is Star Trek, though technologies from different subgenres co-exist here (Star Wars, Mass Effect, Warhammer 40K,…). This means that there is a wide variety from where you can get inspiration from and generally a lot of freedom. This doesn’t mean that there aren’t limitations. More on that in another post. To those of you who are unfamiliar with those canons, don’t worry. Sci-fi has many perspectives, both dystopian and utopian, but in many ways is a reflection of our own society. Racism may not be against other humans, but against aliens, corrupt justice systems and politicians who play with the fate of citizens still are part of the A1-0 canon. The A1-0 canon is quite similar to modern nation RP, the same problems and points of conflict are still there, but just in a futuristic setting dominated by fictional technologies.
Of course one could say that sci-fi is split into hard sci-fi (which heavily emphasizes on realistic sciences) and science fantasy (where technologies often have some sort of “magical” proportions). A good example of hard sci-fi is the Expanse, where Earth, Mars and Belters fight against each other in our Solar System for dominance. Here technology is very close to what we currently understand and consider to be feasible for us given enough time. This works well in smaller settings, but for a large setting like our own, it might not be the most interesting approach. Science fantasy has a more “magical” approach in that the science behind each technology isn’t really that important. What is important is the implications of that technology and how it changes society and becomes an important tool to the story. Like the lightsabers in Star Wars or the massive hulk ships in Warhammer 40K. Both of these don’t really work in our real world with our laws of physics, but they work in their respective universes because they help drive the plot and story. Typically FTL-travel is seen as “magical” in itself due to Einstein’s work. You shouldn’t be too scared about going to deep into science, you DON’T have to figure out every detail for your RP.
Our approach is a sort of mixture between these two takes. Not one is enforced, but an overall liberty is considered when choosing the basics of your nation. You can even mix both of them if you wish. What is important is that it is within the boundaries of our rules (see next post) and subject to balancing between our star nations. We choose this mixture to attract the most players and that as many people have fun, because that is our goal here. Always remember to have fun here.
If you have questions of any sort, members on our discord server are more than happy to help get you started. Don’t be afraid to ask questions!
Rules of A1-0
1. One initial plot per player
Everyone starts with on plot. However, one can gain another plot as a vassal state upon agreement between players.
2. Plots are subject to movable borders
Borders can be changed between players upon agreement. This also means that plot can be merged as well
3. Nations that belong to players that haven’t been active for over one month will be removed:
Exceptions are made for nations that have made a lasting impact on the A1-0 canon and for players that specifically ask to keep their plots.
4. No scientific god-modding
Science can be used to invent new stuff, but these inventions shouldn’t give anyone an overall total advantage over any other player’s nation, unless the other player(s) want to. This should be discussed with the community at large
5. FTL-travel limitations
- Fast (Interdimensional) FTL-travel Cap: 5 LY in 5 minutes
Applies to Hyperspace travel, Warp Space travel, Slipspace travel, wormhole travel which use objects of great mass (planets, etc) to fix themselves back into realspace. - Moderate (Realspace) FTL-travel Cap: 5 LY in 20 hours
Applies to Warp Field travel which doesn’t travel through other dimensions and can travel anywhere in space.
6. Supranatural superpowers are prohibited
“Magical” superpowers such as the Star Wars’ Force or Star Trek’s Q entity-like beings that can shape and alter reality with their thoughts are NOT allowed. Forms of telepathy are allowed, but shouldn’t be working all the way across the sector or large distances.
7. Mega-Engineers
Megastructures are allowed, but should be limited to a maximum of fifteen per plot. Megastructures themselves are susceptible to destruction and have a high impact upon destruction to the builder’s nation. See worldbuilding post for implications of such structures.
8. The human homeworld is kept vague
No one owns it or knows where it is or what happened to it. Players can however incorporate humans within their star nation.
9. Nationstates =/= A1-0
Your stats from NS don’t apply here and is considered to be a different canon than what you have on NS.
10. Collective writing
Players work together to write. OOC cooperation beforehand is heavily suggested. Any sort of quarrels can be taken up to the moderators.
11. Non Player Nations
These are nations who have no real player who has authority over them. Roleplayers can use these nations to RP in and with them. A primary example to RP with them is to trade or create conflict with them. However, these nations cannot be subjected to major changes (wars, coups, …) by one player and require the approval of the A1-0 RP Community. Extensive wiki articles are written about them to help you build up RP with them and all players can help with their worldbuilding.
12. Non Player Region
These plots are similar to the Non Player Nations. However, they differ to them. Unlike NPN, a NPR doesn’t hold a central government that has authority over the entire region. Though the region might have some over encompassing elements, they are by no means a unified state. They consist of hundreds of small star nations (1 to 50 planets per government) who can be created and interacted with by anyone however they see fit, as well as unexplored regions of space.
13. Threadmaker is King
The maker of a thread ultimately decides what is allowed or not. This can vary from one-liners to IC action. The moderators can help you with cleaning your threads of issues/problems.
14. IC and OOC
Keep In Character and Out Of Character actions separated. One might RP a bigoted racist, but this doesn’t reflect his personal RL stances. Just as one character hates another, it doesn’t mean the person who writes it does.
15. Respect each other and have fun
Be respectful when talking to the person beyond the other screen and remember to have fun.
Worldbuilding in A1-0
In this post we’ll explore examples on how to worldbuild in a sci-fi setting. To that end I’ll mostly use how I created the Stoinian Star Kingdom, but I’ll also use my knowledge of other nations (both from A1-0 and other canons) to help illustrate different approaches to worldbuilding or help illustrate certain aspects. Worldbuilding for A1-0 is very similar to worldbuilding for the Pacifica Canon, but due to the sci-fi nature, it can easily become much larger and overcomplicated. Worldbuilding in a sci-fi setting can be a real challenge if you wish to make out every detail on how things work and their technological capabilities. How much you want to go into detail is completely up to you, this guide will aim to help set the basics for star nations so that new players, who may not have many experience with sci-fi, can easily join in.
Our community is more than happy to help you out and we’ll be more than happy to answer questions in the discord server if things are unclear.
Origins
The first step one must take, is decide what the primary species is/are of your star nation. Are they humans or a completely different species? On what planet did they evolve and where might this planet be? When you decide to make a species other than humans, you have a lot of liberty and can go pretty wild. Though an important detail that might need to be clarified is for near-human species. One should decide how these aliens gained their form. A similar evolution to humans or perhaps they are a different off-spring of humanity lost to times of old since the setting is roughly 10.000 years into the future of the Pacifica Canon. Though one can let their true origin be left to mystery as done with the Zeltrex, a good example of near-humans. Maybe even older species have uplifted them to be intelligent through genetic engineering?
These aliens can also take many different and odd forms and their biologies should reflect it. You can go really crazy and play with fun ideas. A good way to start is to draw inspiration from real life animals and build upon them, a good example of this are the Velpans. These Ryccian fox-people have similar characteristics like foxes and even their culture reflects familial structures from Real Life foxes. Otherwise you can use species from sci-fi settings as your species, though they can retain a lot of similar elements, they shouldn’t be a complete copy, but you can use them to help build up your species. Humanoids are by no means the only type of sapient species. Insectoids, aquatics, avians and even rocks! Just because here on Earth we humans became the dominant species, doesn’t mean that this happens on all planets out there. Star Trek even played with the idea that the ancient dinosaurs had evolved sapient and had civilizations of their own. These Voth, later left Earth and started their civilization a new in distant stars. This also brings an interesting idea of syncretic evolution, where multiple species gain sapience at roughly the same time.
In our world a similar case could have happened as there were many different human species. An example of syncretic evolution in A1-0 are the Treecuu who are split in the insectoids and mammalian-amphibians. Like their inspiration, the Xindi (a collection of 5 different species), from Star trek, they waged war against another until reconciling their differences. When going for syncretic species, you should pay good attention as to relationships between the two species work. More often than not, it leads to conflict between the two species like the Treecuu insectoids and mammalians or even the Kontauri and Ko’ghyal in the Stoinian Star Kingdom which lead to the complete extinction of the Ko’ghyal. Babylon 5, my favourite sci-fi series, showed us why establishing these relationships is important.
In Babylon 5 a sapient species, the Hyach, has evolved with another on their homeworld and inter-species marriage were common, but after religious zealotry banning such practices it eventually lead to the extinction of the second species. This did have consequences, as the primary species needed the second species to procreate in large numbers and after their extinction, the birthrates dropped over the generations and eventually will lead to the extinction of both species due to their genetic make-up as a result of the inter-breeding. Perhaps a similar fate could have happened to us, if we bred more with the Neanderthals.
An other approach, which is more commonly used in sci-fi, is that one species gained sapience earlier and enslaved or uses the secondary species as a client species. More often than not, the secondary species will focus on manual labour while the older species is more intellectually inclined. Whether this is infused by their government or not is up to you. Do you choose to make them egalitarian, but their original jobs remain or do the secondary species have no rights and only live to serve the primary species? This isn’t limited to just two species, you can make syncretic evolution with as many as you’d like, but you should not go over 10 or even 5 different species. By than you’d have an incredibly complicated relationship system between them and the chances of it happening are very slim.
These species can also evolve in different biomes and engage in very little contact with the other at first. For example Species A lives near the equator and has a thriving commerce society, while Species B lives in tundra environments in nomadic tribes. Because they are more sensitive to biome changes, they have very little interaction with one another and how they engage with one another during their history is an important detail to figure out.
The Lumati from Babylon 5, a syncretic species.
Humans/Terrans
Humans are still playable in the A1-0 Canon, however there are rules for them. You can’t play THE human nation originating from Pacifica/Earth. Their cultures however can live on, but you should take into consideration how humans came into your star nation. Humans in the Ryccian Empire and the Atlantic-Nuclearian Federation came from colony ships from Pacifica long ago and their societies have changed ever since. Perhaps humans from your plot come from your Pacifican nation’s own Space Program’s colonization effort? The Ryccians have gone on a Human Supremacy campaign, while the humans of the ANF largely kept to themselves and their nation. The Stoinian Terrans are a bit of a cheat however, since they came from real life Earth on a sleeper ship by private funding. This idea is taken from the colonization of Manticore (and the formation of its Star Kingdom) in the Honorverse. There needs to be a consideration when doing this as A1-0 takes place in the Lampshade Galaxy and humans originated on the planet of Pacifica and not Earth. I solved this technicality by making the Stoinians going through some space-temporal anomaly, which I haven’t specified nor the exact time of their departure. Why haven’t I specified it? To leave it to mystery as the fate and location of Pacifica/Earth remains a mystery to our nations as well. Our community has decided that the details on such instances is less important than the actual RP from it. For that reason, you should keep the origin of humans in your star nation relatively vague. Their cultures however, can either be from Pacifica, Earth or something completely new. Whatever you wish, you may choose, but make considerations when choosing your humans’ origin.
My suggestion is that your humans came from Pacifica a long time ago during colonization efforts or are the remains from the Ancient Human Empire that lived in our sector, BUT their original home and fate has been lost to time. Ever since then, they have regained the ability to travel the stars and built a society of their own.
Nomads
While living on planets can be fun, your species may have grown to live in structures in space or even grow a nomadic culture. The Zeltrex travel the Sector in search for commerce and pleasure while the Venterrans maintain their nomadic nature within their borders of the Venterran Federation, though this might change over the course of history. In the fantasy canon of Aurora, one can play as a subgroup of a nation and even migratory nations. This new concept can also be applied here, the Zeltrex are maybe the first of many of such groups and you can help build the A1-0 Canon, even if you don’t have a plot. This concept is new, so if you wish to help expand this concept, go ahead!
A female Zeltrex, A1-0’s primary nomadic species.
Synthetics and cyborgs
Sci-fi has touched the ideas of artificial intelligence and you can play as synthetics as well. It is important to decide how these synthetics came to be. Were they made by organics beings or perhaps by other synthetics? Were they a remnant of an ancient human outpost and have evolved since then? Do they live harmoniously with organics like in the Synthetic Federation of Icn Gaurath, where they even engage in relationships with their organic makers. Or perhaps they see organics as inferior and either wish to exterminate all life or assimilate it like the Borg. Perhaps they even wish to become a new sort of being, a symbiosis of organic and artificial? These questions are important to answer when making synthetics as your primary species. Of course they can be made as a secondary “species” by your primary species as they have gained such technology. Whether they wish to give intelligence to them or not is up for you to decide.
My father often jokes that communism only works for robots and computers and since then I have played with the idea of a Communist Robots who wishes to bring the Revolution to the stars as they see it mandatory to impose this order to the galaxy. Ensuring that all resources are used to maximum and optimal capacity. Possibilities are endless and up for you to decide.
Cyborgs are also a possibility. Technology has evolved a lot and since we are in the future, new technologies may prove to make biological evolution obsolete. In the ANF, people have grown accustomed to cybernetic implants, while Stoinians limit it to just prosthetics for war veterans. The important question here is how your nation views such augmentations? If they are religious or believe to be superior, they might look down upon those who use it. Others might think this is natural evolution or where one takes evolution in his own hands.
An android, a Cylon from Battlestar Galactica who are synthetic lifeforms. A Borg drone and Robocop the most famous cyborgs.
Becoming a Star Nation
Now that you have decide on your origin, it is time to put that origin to use. You star nation has travelled the stars in their quest for survival, commerce, exploration, … Now your nation is widespread in the stars and no longer is confined to a single world. This has many implications and when building your star nation you should take certain parameters into consideration. Your plot has the following characteristics:
- 32,000 stars/plot (and 1,080,000 in total)
- 32,000 planets/plot (and 1,080,000 in total)
- 6,300 planets/plot that might support life
- 50 planets/plot with intelligent communicative life that have developed independently
These are the caps and perhaps don’t need to use all of them. Though I suggest that you have colonized at least 2.000 colonies to be any sort of contender in this RP, especially if you are a younger nation. You should have a rough estimation of how old your star nation is. Are they as young as the Treecuu Star Empire, just 200 years old, and went through an aggressive expansion? Somewhat older like the Stoinian Star Kingdom, roughly 400 years, who expanded more gradually, but with the goal of claiming as much territory as possible. Younger star nations wouldn’t have had the time to colonize all of their planets. Colonization takes time, the colonial cities of America took years to be built and so should your colonies. Older races, those who roamed the stars for thousands, perhaps tens of thousands of years, and have taken time to colonize near every planet within their star nation. How old is your nation and how aggressively did it expand? This is perhaps one of the more fundamental questions when starting to create you star nation.
I choose a more younger star nation because the fundamental idea was that Stoinia was a young nation willing to prove that her way was the right way. The Treecuu similarly wish to seek legitimacy between the older star nations. Their rapid expansion on both technological and political level will be likely be seen as a threat or naïveté. Older races like the Drakari Celestial Imperium and the Ryccian Empire, which in most ways is an older reflection to the Stoinian Star Kingdom, often have a more arrogant view. The Drakari see it as their duty to help guide younger species find their way into the stars. They have seen many wars and the troubles of younger nations. Their experience has lead them to view the universe differently and often clashes with younger nations on philosophical terms with younger nations who wish to claim the universe for themselves. The Drakari Great Stewardship is an excellent example of a philosophy that older nations/races might hold. The Ryccians were once like the Stoinians, making a human dominant empire with no remorse in squashing “inferior” lifeforms. Since the Democratic Revolution they have become an open society for all beings and view this new “enlightened” way as superior to different views.