When developing a space fantasy campaign setting, the GM
can easily use Earth's own history—namely, the Age of Sail—as a
model. With that in mind, four stages in the expansion of exploration
and exploitation of the galaxy are suggested below.
Stage 1: More Theory Than Practice
At this point, most people in a campaign setting don't
believe that space travel is even possible. There are a few
visionaries, however, who are willing to try it and discover the
truth. More importantly, at least a few of them receive the patronage
of a wealthy sovereign or some other backer, providing the means for
testing the theory. When those intrepid explorers set out on their
voyages, many dismiss any hope of ever seeing them again. Indeed,
some do not return, and their disappearances become part of local
legend. Others manage to complete their voyages, however, and bring
with them the first evidence of wealth and culture from other worlds.
Their success is cause for sensation and celebration, and others
begin to consider undertaking expeditions of their own.
The voyages of Christopher Columbus and Ferdinand
Magellan are good examples of this stage.
Stage 2: Investigations and Investments
Once the first explorers have proven that aetherial
travel is possible, governments and individuals with the wealth to do
so begin plotting expeditions in more systematic ways. This includes
more frequent voyages, undertaken with religious, political and/or
mercantile objectives, likely accompanied by military support.
Indeed, different powers are likely to compete against each other in
the hope of claiming territory and resources for themselves. Of
course, this is also when pirates begin their activity, since any
kind of law enforcement is still remote and scattered.
The expeditions of the Spanish conquistadors, such as
Cortez, Pizarro and Coronado, are good examples of this stage.
Stage 3: Companies and Colonies
As the level of interplanetary travel increases, the Old
World countries gradually make their presence felt in bigger and
bigger ways. This includes the creation of settlements and colonies
on other worlds, as well as the creation of organizations dedicated
to promoting exploration and trade. Specific routes become well
established, although hazards still remain. Piracy is one such
lingering danger, but can be met with a forceful reprisal. There is
the possibility of insurrection in once-loyal colonies. Note, too,
that cultures and societies on the Old World become increasingly
blended, since travel between nations is much easier. What is more,
visitors from other worlds are seen in larger cities.
In Earth history, the Golden Age of Piracy, along with
the Revolutionary period that followed it, are good examples of this
stage.
Stage 4: The Way of the Worlds
By this stage, travel between planets becomes
commonplace. Visitors to and from other worlds are frequent sights in
port. Additionally, post-colonial political situations occur; for
example, an old country might have to learn to deal with one of its
former settlements as a rival and an equal.
The developments during the late Eighteenth and early
Nineteenth Centuries on Earth are exemplary of this stage.
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