Far Horizon is a near-future hard-SF scenario for Cepheus published by Zozer and written by Paul Elliot. It is set in Zozer’s Orbital 2100 universe, although it’s fully self-contained and you don’t need that book to run Far Horizon.
I recently played the scenario online over two sessions. I bought the scenario between sessions, and now that we have completed the adventure, I have read it.
(I’m unfamiliar with Cepheus, but I do know Traveller, which I gather it’s based on. So if my comments on the mechanics are slightly off, that may be why.)
I’ve tried to keep this review spoiler-free, but I expect a few minor spoilers have crept in. (Think of them as teasers!)
The scenario
Far Horizon concerns a deep space mission to the Kuiper Belt. The crew have surveyed Pluto (their planned mission) when mission control tells them that a rogue xenoplanet (given the name Tartarus) will pass through the Kuiper Belt, giving them a 96-hour window to explore it. So six months later, our heroes emerge from cryosleep with the ship in orbit around Tartarus and 96 hours to complete their mission.
The conflicts in the mission are primarily environmental – the PCs will be battling time pressures (balancing the mission with their need to take breaks) and the sheer peril of exploring an exoplanet at -180C.
Far Horizon shares many similarities with the Aurora Horizon freeform larp that I’ve been writing since January. They both involve sending a manned mission into the icy depths of space, with crewmembers coming out of cryosleep and the opportunity to explore a cold icy world. So I was keen to both complete the adventure and buy the book. (I wonder if Far Horizon influenced my ship title? It’s possible.)
The DRV Far Horizon
The first part of the book concerns the DRV Far Horizon itself. The ship is a TL9 1000 dton deep space exploration vehicle. Although the book has Traveller/Cepheus stats for the ship, it really feels like a genuine Earth ship. I could imagine it popping up in a future series of For All Mankind or Allen Steele’s Near Space series. (Or in an ALIEN scenario, come to think of it.)
13 pages are dedicated to the DRV Far Horizon, including ship stats, a tour by one of the engineers, four pages of deck plans and the two auxiliary craft. These details are worth the price of admission, even before you include the adventure.
The only downside to all this material is that we didn’t actually use much of it during the game. (At least as players, maybe the GM was referring to them more.) I don’t think I ever looked at the deck plans.
The crew
The DRV Far Horizon has a crew of 12, and stats for each are provided, making it easy to run as a one-shot with each player controlling two or three characters.
When I played, we were originally going to have six players, each controlling two PCs. When it came to the second session, only three players could make it, so while we controlled our two original PCs, we controlled the others as and when we needed to. (It might have been smarter to have divided them all up between us at the start of the second session, but we didn’t do that.)
As is usual in Traveller games, the characters are just stats. There’s nothing to help a player bring the character to life. If I were to run Far Horizon, I’d ask open questions to create bonds and backstory between the characters: Who do you admire? Who irritates you, and why? Who is your closest friend? What happened on Pluto? That sort of thing. (And had I published Far Horizon, I would have included that in the adventure material.)
The characters are a bit odd, though. Given that these are specialists who have trained for years for this mission and are presumably the cream of the crop, there are a few peculiarities.
For example, one of my characters was Mission Specialist Shireen Langstrom: 648AB8 Age 38 Terms 5 Survival 1, Geomorphology 1, Mechanics 2, Engineering 1, Vacc Suit 0, Comms 0
Shireen has a dexterity of 4. That gives her -1 on Dex rolls. And if she’s in a vacc suit, that’s another -1 (because in this world, vacc suits are cumbersome). I don’t see how Shireen passed the medical! (And Shireen isn’t the only one with a low physical stat.)
I brought this up during play (when I needed to make a Dex roll and discovered my penalty to roll), and one of the other players suggested that maybe it was a glitch from the cryofreezers. Maybe Shireen had the shakes or nerve damage from spending so long in the state-of-the-art-but-ever-so-slightly-experimental cryofreezers. That would have been a great part of the scenario – starting the game with the post-cryosleep medical and discovering that some characters have suffered some sort of damage. (I have used this idea in my Aurora Horizon freeform larp, although with memories rather than physical characteristics, as discussed here.)
Skill redundancies
Another slight oddity is that some skills are in short supply. Notably, there is only one medic. I am pretty sure that flight training would have covered all sorts of skills that the team might conceivably need, and I would expect several people to have Medic-1 or Medic-0.
Similarly, there are only three characters with pilot skill. The scenario talks about the lander needing a pilot and a co-pilot, so three characters with the pilot skill aren’t enough. One lander catastrophe and you’re down to only one pilot!
So I would rebalance the skills a little.
Vacc Suits
Far Horizon goes into some detail on vacc suits, and customising your suit is part of character creation.
Fundamentally, wearing a vacc suit makes doing almost anything harder. They’re cumbersome and awkward, and wearing one means you get a penalty for many rolls.
There are also general rules for working in a vacuum suit, along with rules for donning and doffing a suit in a hurry, and rules for carrying out hard work in a suit. Failure isn’t necessarily fatal – Far Horizon includes a table of suit malfunctions that range from inconsequential (erratic suit instruments) to irritating (visor keeps fogging up) to more consequential (suit puncture).
I liked the way the vacc suit rules add to the hard-sf atmosphere of working in an unforgiving environment.
Tartarus and the mission
The xenoplanet, Tartarus, is then detailed. This comes with a minigame involving how much the players can get done in their 96 hours, with criteria for success.
Early scans result in areas of the surface being highlighted for further analysis and exploration. The crew won’t have time to visit them all, however, so they must pick and choose. And as they do so, Tartarus will slowly reveal its secrets.
Far Horizon is very much a resource management game. As well as fatigue, players must balance the skills of the away team, the lander’s fuel reserves, oxygen supplies and more.
Exploring Tartarus is hazardous, and rolls are needed during descent and for landing (and for taking off, once the players are finished with an area). And more hazards await on the surface: Tartarus does not give up its secrets easily.
Failing a roll doesn’t necessarily result in disaster – many complications may result in the away team needing to cut short their mission, or becoming stranded.
Finally, there’s another problem that those left behind aboard the DRV Far Horizon must deal with. I’m not going to talk about it because I don’t want to reveal too much.
Getting home
Far Horizon wraps up with an explanation of what’s really going on and rules for getting home, which get harder the longer the crew overstay their 96-hour deadline.
Playing Far Horizon
I played Far Horizon over two online sessions, taking about eight hours in total using Roll20. We had five players and the GM in the first session, and three plus the GM in the second. I much preferred the second session, but I found Roll20 was struggling with six of us. (I prefer smaller groups.)
So during the first session, we conducted the initial surveys and landed on Tartarus. Our commander put himself in charge of managing time and resources – I was struggling with dropping out, so it was good that he could do that. We visited two sites on Tartarus and had to deal with the lander icing up.
In our second session, Roll20 worked better for me, and I helped with the planning. I don’t normally enjoy tracking things like encumbrance, but doing it as a team was fun.
I had decided that one of my characters wanted to make a mark, so while on the ground, I was winched into an ice canyon in search of strangely-coloured ice and explored a strange cave. I paid for my troubles – I twisted my knee getting out of the canyon, but the doc put me on painkillers so I could carry on.
Our game finished with our pilots making tricky piloting rolls to deal with an unexpected situation, and we left Tartarus for Earth in good time to get home.
One thing I really liked was Traveller’s skill chains. One of the players suggested we use them for several of the tasks, and the GM readily agreed. So we used them a fair bit, whenever we were working as a team. (I’m surprised that sort of approach doesn’t appear in more games – I will certainly use it more in future.)
Anyway, I had a good time. There was perhaps a little less inter-character banter than I prefer, but Far Horizon really did feel like a hard-science SF game, and I’ve not played one of those in a long time.
Pedant’s corner
And because I’m me, I can’t help but be a little pedantic. Now that I’ve read the book, I spotted a few typos and other glitches, such as unfinished quotation marks and inconsistent paragraph breaks.
On page 37, Tartarus spends “millions of years of interstellar wandering”, but on page 56, it’s calculated that it’s been travelling for less than a million.
I found the layout slightly unpleasant to read. Text is formatted into a single justified column about 90 characters long, which is longer than typographers advise (this Wikipedia page suggests 66 as an ideal length). And being justified (and some of them are many lines long), I sometimes found it easy to lose my place.
The crew sheets starting on page 24 don’t include the characters’ zero-rated skills.
So it could do with another proofread – and ideally reformatting the pages to be easier to read.
Overall
Overall, I’m really pleased with Far Horizon. A great ship and an intriguing hard-SF adventure.
Am I going to run it? Probably not, but I’m pleased I bought it. I expect I’ll use the Far Horizon deck plans and stats at some point in the future.
Get Far Horizon here.