
Why will a spacer visit?
Free planets, Starports and Arcologies should be SETTINGS, not a way to get rich quick. These groups require details on government, culture, laws, religion, and geography. The above question needs to be the mantra of any player considering Free Planets. It influences your choices and assists with your reflection and creative analysis.
Here is a checklist if you plan an application:
- Planet Stat Sheet. Consult just about any sourcebook to understand what that is.
- Details on culture, government, laws, and some sort of planetary history. 2+ pages at the MINIMUM is expected. You will be running a PLANET, not just a PC, so put some effort into it.
- Notable landmarks, groups, etc. Anything interesting about your planet that makes it remarkable as a setting. An interesting bar, ancient ruins, a pirate base, anything. Every planet has some interesting features, so make a few. Your planet is a setting, give PCs some locations to play around in.
- A rudimentary map. Draw a circle and paint some continents on it. This can always be re-done or cleaned up later, but it's nice to see what your planet looks like. Using MS Paint isn't too challenging, so a sketch shouldn't take too long.
- Traffic lane map. This is a little more advanced, and not quite required at the time of submission, but is a definite plus. This is a map of traffic lanes in the planet's space. It shows where commercial, military, etc. ships must approach, where they must stop, etc. Eventually all planets will have this map, so if you think you know how to do it, go for it.
Starports and Arcologies fall under a similar system. You may not have a planet, but you are still creating a setting. You'll need details. You need to be interesting. Give PCs a reason to go to your setting.
In any case, plan on at least a month of tweaking before your planet is ready to go. The GMs work closely with applicants to develop their planet before final approval. You may be asked to flesh out the culture a little more, or the laws may need some clarifications, or something of that sort. If you are willing to put in the effort, your planet will be approved, but there will be no "easy" applications.If you are creating a setting, please be aware that after approval, you most likely will also become the Group or Adventure GM for that setting. As such, you need to be aware of the role and responsibilities attached to such a position. If you are unable to commit to such duties and are unable to find a GM willing to assist, then please reconsider your choice.
Possibly one of the best ways to structure your initial ideas is to use the following table as a guide. It provides a very simplified overview of your setting and should assist with providing others with a basic insight into the planet. Many people focus too heavily on a certain aspect of their location (such as the history) and this unbalances their submission. At the initial stage you are aiming to provide the GMs with an overview and more detailed information can be added (with GM consultation) at a later date. A similar system could be applied to Starport and Arcology creation. Remember to focus on why spacers will visit your setting. This will help your creativity and assist with gameplay relevance.
| FEATURE | Suggested word length |
| Government structure | 150 words |
| Culture | 100 words |
| Laws / Traditions | 100 words |
| Religion / Social Practices | 100 words |
| Geography/landmarks | 300 words + 1 map |
| Cities/ sites of interest | 200 words |
| History | 100 words |
| Population density/ratios of sentient species | 100 words |
| Flora /Fauna | 100 words |
| Technological Level of various settlements | 100 words |
| Leisure activities | 150 words |
| Food/Fashion | 200 words |
| Starport Description | 100 words |
| Spacer arrival information and Customs protocols | 100 words + 1 jump zones map |
| Citizens of interest | 100 words |
| Notable groups/businesses | 200 words |
| Language / Arts | 100 words |
| Climate/Calendar | 100 words |
| Information on traveling on the planet | 100 words |
| Military organisation and structure | 200 words |
| OOC Group Mission Statement | 100 words |
Don't forget that you must also include a Planet Stat Sheet. Consult just about any sourcebook to understand what that is. If you can't find a sourcebook, check out the existing Free Planets, each has a stat sheet listed on their website.
The leader character. You will need to also create a PC that is classed as your "leader character". The title is a bit misleading as this character does not have to be your planet's leader per se. It is probably a much more viable option to create an Ambassador or Government Advisor or PR Attaché as the lead PC. Normal character creation rules apply.
The military. You will not begin as a superpower, so be conservative with your submission requests. Each planet will start off with a fleet that will keep the pirates away and be able to handle customs, but don't expect to be able to go and conquer other worlds. Free planets are about settings and roleplaying and opportunities, they aren't about power gaming for control of the galaxy. Aim for a balance between civilian and military ships and opt for more common, older technology. Remember to focus on the "why would a spacer visit?" mantra. Many PCs in SWI are opportunists, they dabble in smuggling, and other less reputable pursuits, but above all else they value their health and possessions very highly. Consider this when constructing your military. PCs may be less likely to visit a locale that is considered dangerous or repressive. An orbiting minefield may look impressive to you but it may limit PC visitation as spacers might not be willing to chance their prized spaceship and risk a mishap.
Income. Do not submit a proposed income. When your planet is complete and ready to go, this will be determined, based on the nature and function of your planet and the amount of work that's gone into its creation. Don't worry about finances until the end of the submission process, focus on the setting.
Available Groups
Starports
Shadowports
Space Stations
Arcologies
Merchants