To The Stars is the simplest setting for the second edition. The premise is this: that nearly every civilization that went to the stars failed.
As in the Patent Office setting, Earth's major governments collapsed, and only Old-Worlders remain on Earth. Those who succeeded in their colonization efforts became the Stardwellers, who live planetside as well. Those who failed are Cargo Cults, or occasionally off-Earth Old-Worlders. There are about eight hundred Cargo Cults in this setting.
Transcendentals are a part of this setting; they determine the best time to contact various Cults and work with the Stardwellers to bring them back into the fold. There is a "prime directive" rule in place, but only for unofficial contacts. Since it's the Transcendentals working on this, you can bet that a contact that breaks that rule will have either practically no impact in the long run, or a positive impact.
The primary dynamic for To The Stars is between the incredibly low-tech Old-Worlders and the incredibly high-tech Stardwellers as the two of them work to bring Cargo Cults up. The Stardwellers show a tremendous amount of respect for the Old-Worlders. The common attitude is, "You came from our beloved home." While there are some who pity or look down on the Old-Worlders for not stepping up to higher technology, most of the Stardwellers' leaders show a great amount of reverence for anyone from Earth. The same attitude is not uncommon amongst Cargo Cultists, which leads to the recruitment of Old-Worlders for contact missions. On the other side, the Old-Worlders often have some initial fear that the Stardwellers aren't quite human any more, and so it takes a lot of courage for an Old-Worlder to leave Earth and travel the stars.
One of the neat parts about this setting is that any of the many civilizations that are detailed in the book can easily be turned into Cargo Cults. Want a Replicant cult? Keep only medical replicators and lose the civ's understanding of how they work. Want a Masquerade cult? Their civilization doesn't really depend on high technology; the mask concept has been around for thousands of years. You could even make a pocket group of Stored, living in solar-powered computers while all of their outside machinery and means for interacting with the physical world have been destroyed.
As with most SA settings, there are no "standard bad guys" in this setting. Certainly there are some Societies that have goals related to the Cults, but there's no Great Enemy that everyone is working against.
I considered leaving the Logicians in this setting, because I love the Logicians / Old-Worlders interplay so much, but in the end I decided that that didn't make logical sense for the Logicians themselves. Ergo, no Logicians.
The intended set of Themes for this setting leaves out Terror and any fame-oriented Magnetism. Wonder fits very well.
The Old-Worlders make a great choice for someone who isn't very familiar with science fiction. Folks who like cyberpunk or most sci-fi will be at home playing a Cargo Cultist. Those who love sci-fi or have played SA before will probably want to play a Stardweller. This sort of setup is a good way to introduce the technological revolutions in the game without needing to also learn a dozen different civilizations.
Comments, criticisms, and extensions are welcome.





