Age of Sail - plus ça change, plus c'est la même chose?
A good question so brace yourself for as complete reply as I can muster. It's probably best if I explain the background to Age of Sail since what is unique or familiar is really a consequence of how the setting was developed. I applied a ground up, first principles approach similar to the one I used for my Sulhan fantasy setting, possibly the consequences of a geography degree or the sign of an unhealthy obsessive mentality. Cosmos grew from a wish I had to see a Classic D6 roleplaying setting that grew from Earth outwards and felt internally rich, detailed and consistent. I'd loved my years jaunting around the 3rd Imperium and had already created an alternate setting in the early/mid 80's which plonked Humanity down into a strange distant and alien rich corner of the galaxy but I wanted this to grow from what we have and create something that felt plausible consistent within it's own paradigm. The cosmic Age of Sail contains both the unique and familiar. So my thinking went like this...
Humanity spreads out from Sol in a future history that gradually advances while including the crucial elements of the Cepheus and Classic rules. Other technologies develop alongside this. The result is that genetic modification and implants gradually arise and pervade Humanity as improvements in Kessler Engine (Yup, it's a Jump Drive) tech allow the gradual spread of the species in waves through the nearby stars. I originally started work on a 'realistic' near star setting but quickly realised that 2D/3D universe conflicts really lead to minimal gaming benefits. As with the classic game The Aether (Yes, Jump Space - well sort of) projects on to our reality as 2-Dimensional. Aether however is dynamic. You have to stay alert and 'sail' your way through it.
Familiar Consequences
* Subsector hex maps you can hop around. The dynamic Aether rules are optional you can still zoom around without them or gradually introduce them as you get familiar with the Cosmos.
* The classic technological core of jump drives, manoeuvre drives and gravitics remains more or less the same and you can dive right on in.
Unique Consequences
* No huge unifying Imperium or handful of feuding Federations etc. Humanity takes all of its hang-ups with it. Hundreds of marginal independent colonies swirl around precious Garden Worlds and Industrial Giants creating dozens of allying and competing interstellar states all exploring different ways to create Human society. War, greed, tyranny, humour, stupidity, idealism, love and folly shape gradual expansion. TLs are not random or absolutely prescriptive, they reflect the prosperity, connectivity and society of the worlds they describe.
* Outward growth was dependent on improvements in technology. So Jump 1 pioneers were followed by fitful and uneven colonial expansions waves following the development of 'jump' 2 and 3. J-4 does not currently exist other than as a race among developers to be the first to turn existing theory into a working prototype.
* Several genetic variants of Human adapting to recurring planetary niche requirements; tainted atmosphere, extreme gravity etc. You can play one of these variants or pay for a related modification
* Implants and Genetic modification packages (This is NOT however a full on Transhuman setting) are available for characters to purchase/endure or even start with. The basics are outlined in the Core volume and simple Advantages and Disadvantages to use for starting characters are explored in the Companion.
* Aether. You can play perfectly well with the standard rules but 'jump space' is something different in Cosmos. There are rules to allow each character to contribute, for good or ill, to the execution of a jump. Aether is dynamic. Once inside it you are sailing through another dimension. Your pilot and navigator and crew have to stay alert and continue working to reach your plotted exit point in one piece You can: go faster - the crew push the capabilities of themselves and the ship to shorten 'jump times'; Jump in convoy - by assembling the convoy vessels in close proximity and piloting a common course through the Aether; try to follow other jumping vessels - although this is rather tricky; change course in jump space - a skilled crew can actually tack from within the Aether itself and alter their destination and go mad - pilots and navigators are specially trained and sometimes altered to interface their brains with the Kessler Engine. The effect is to create the flavour of an latter day interstellar Age of Sail. There's actually more on the Aether in the Classified volume but I'm avoiding spoilers.
There are more conventional one off elements to enjoy, or indeed pinch for another setting, such as aliens. The two low tech Humanspace examples described in the core setting are relatively straight forward and relatable. Those recently encountered hailing from beyond Charted Space with their own FTL technology are altogether stranger and more challenging to play - although you are encouraged to go for it. There are also buckets of tailored NPCs, story seeds, a glossary, rules for wayfaring the spacelanes without your own ship, a plethora of non-sapient alien lifeforms, lots of background on powerful megacorporation governments and interest groups, a couple of simple introductory wee scenarios, some tech and ships, discussion about unique cargoes, piracy, grav ball leagues...
I should mention that the Classified volume which hordes lots of NPCs and campaign and adventure ideas for games masters also holds some important setting secrets. I do not want players to buy this book. It is intended for referees only and dependent on the troupe's adventuring direction of travel, figuratively and literally, could radically alter the nature of the entire setting. If it's unique you are after and you are a referee there are some serious twists in here. No spoilers though please.
Oh yes and I hope the tone and layout are helpful too. My players like clear non-tiny text with minimal columns and clutter. Maybe it's an old age eyesight thing! I'm glad you noted the Genesis reference too. It's a one man job and I want writing and reading the game to be fun so I've gone for what I hope is a friendly light hearted tone in places to avoid the painfully dry textbook feeling I've encountered with several games in the past (Fans of Lawrence Whittaker's excellent work with and before Design Mechanism will know that this musical approach isn't unique either). Fear not however lovers of statistics and logistics I have added a mountain of detail including a mini alphabet coded 'orrery' to each subsector star system listing so you can revel in a wee bit of crunch if you like.
Of course what will truly make Cosmos unique is what you do with it. It's not Star Trek, Blake's Seven, Dune or the Hitchhikers Guide (Well maybe a little bit). I believe it is absolutely ripe and rife with gaming possibilities. The Age of Sail is yours. Do what you want with it. Expand it, twist it, tweak any way you like. Go ahead and write scenarios, supplements or whole campaigns of your own set there. I would love that. I really don't mind. Stick "A (product) for Cosmos: Age of Sail" on it if you wish. This is here for the whole community from newbs to grognards (My only caveat would be that you don't include spoilers of the setting secrets and at least flag up such or any big departures from the standard set up just to help your readers get the most out of the setting).
Familiar and Unique elements contribute. The internal balance, believability (Within the context of an interstellar hopping future obviously!), richness, relatability, sense of fun and vast scope for adventure are what I hope will set the Age of Sail apart and make it worthy of your attention. Ultimately Cosmos is a fantastical science fiction future setting you can explore and believe in.
Ta for asking kilemall. Clearly I need to shut the hell up now. Enjoy the game. I'm off for a lockdown stroll. Cheers.