Chapter 1 Introduction

Gameplay Roles

Chaplain

The Chaplain, often referred to as a Game Master or GM in other Tabletop Roleplaying games, is central to running a game of Horizon TTRPG. The chaplain is knowledgeable not only about the system itself but also about the world of Horizon; you do not need to memorise everything, mainly where to find the information you require.

As the Chaplain, you prepare the session, the adventure the players will experience and the people they will engage with. As the Chaplain, it is your responsibility to make decisions in various situations about what players can and cannot do, and to resolve unclear rulings. But remember, you are just as much of a player who can enjoy this game. 

Whether you have never run a game before or not with this system, it is perfectly fine to discuss this with the players; everyone knows this will be a learning experience for everyone. We all make mistakes, and that is okay. If you forget a rule and have to look it up, don’t worry. Let your players know.

As the Chaplain, you fill the world with life; you control not only every enemy and machine your players will face but also every other person or NPC ( Non-Player Character), such as allies, traders, and wanderer,s the party can run into. You describe situations, scenes, and locations that the party encounters and enters, and draw a mental picture that they can use to navigate the scene and interact with the objects and people described.

Players

As the player, you control one character, also known as the PC (Player Character). Your character will have abilities, skills, equipment and features with which you can interact with the world, NPC or enemies. As the player, you engage with the adventure and situation the Chaplain has prepared for you.

You prepare your character, including their personality, look, origin, and backstory. You can come up with a backstory by yourself or use the random tables provided in this system, either as inspiration or by rolling for your character's backstory.

If you play a long-term campaign, define long-term and short-term goals for your character. Things they would like to achieve, objects to find, places to go to, or people they would like to meet.

Types of Gameplay

Every party has a different style of play. Before setting out on an adventure or campaign, discuss with your party what direction you would like to go with the campaign.

Do you enjoy immersing yourself in the world and engaging in Heavy Roleplay with NPCs and other players? Do you enjoy the combat and being challenged every time you meet a machine or infiltrate a bandit camp? Are you enjoying a free adventure, where you can freely decide what your party wants to do next? Do you enjoy being involved in the politics, intrigue, and factionalism of the world, and trying to resolve problems within it? Are you enjoying the simplicity of life, looting machines, upgrading your gear and levelling up your character to face greater challenges?

These, among other aspects such as themes, the seriousness of the game and how morally ambiguous or straightforward the moral choices should be.

Sessions

Every time the group of players and the Chaplain come together to play a TTRPG, it is referred to as a session. A session can last anywhere from one to three hours, or even longer. A single adventure can be played within the span of one session; this is often referred to as a one-shot, where the group comes together to play a short Adventure. Multiple, continuous sessions with the same characters and story are referred to as campaigns. Campaigns can last from a dozen to more than a hundred sessions.

Session Zero Dawn

Before setting up to play a game, the group comes together for a session called Session Zero. During this session, the group discusses various aspects of the game, including themes to be included, the length of a session or the entire campaign, and, most importantly, setting boundaries for topics and themes that allow all players to have a comfortable time at the table.

Dice System

This TTRPG uses a d12 and d6 success-pool dice system. Your leading die is a standard 12-sided die (d12), with which you roll any skill checks or attack rolls. It is possible to gain Expertise on a skill, allowing you to roll 2d12 instead of one. Additionally, you can get proficiency dice, which are six-sided dice (d6). These can be maxed out to a total of 10d6 proficiency dice per skill check.

Successes

To succeed in a skill check, the Chaplain defines a set number of successes required and a target number you must reach.

The target number defines how high you must roll with your d12 and d6 for them to count as a success. The standard Target number is 4; this means to gain a success on any dice, you must roll a four or higher.

You then count together how many successes you got, and if this number reaches the difficulty challenge set by the Chaplain, you succeed in the skill check.

If you do not manage to reach the set number of successes in the difficulty challenge, you will fail the skill check.

Action Resoltion

Every action of a semi-difficult nature will be resolved by rolling the dice. If there is a chance of failure, a roll must be made. Actions can be anything the player would like to be doing: climbing up a tree, balancing atop a beam, pushing a heavy object, attacking an enemy, figuring out information, learning the weaknesses of machines, haggling with a trader, inspiring allies, and much more.

Success Dice

The system uses a success pool mechanic, which means that you roll your dice against a target number, typically a 4 or higher. If your roll equals or surpasses the target number, your dice is counted as a success. Count up the number of successes, and that will be your result.

D12

The d12, or twelve-sided dice, is your base dice. If you have no particular proficiencies or expertise in a skill, you only roll one D12. Your target number remains the same for both your d12 and d6. The d12 also defines if you get a critical success, rolling a 12 on the dice, or a critical failure, rolling a 1 on the dice. Additionally, the d12 is utilised for various other mechanics, where its higher range of numbers is beneficial.

Expertise

You only have expertise in a small number of skills. Expertise allows you to roll two twelve-sided dice instead of just one.

D6

The six-sided dice are your proficiency and bonus dice. You can have up to 6d6 proficiency and an additional 4d6 from bonuses on one skill check roll, for a total of 10d6. The distinction between proficiency and bonus dice is essential.

Criticals

Criticals are either exceptionally good or exceptionally bad results when rolling skill checks. They are rare and can provide special positive or negative outcomes.

Critical Successes

You gain a critical success when rolling a 12 on any of your d12. A critical success counts as two successes instead of just one. If the skill check is a success, it will count as a critical success. The Chaplain will include a bit more lore or other exceptional information or benefits of the check. Additionally, during combat, if you hit an enemy with a critical success, your damage will be doubled.

Critical Failures

You gain a critical failure when you roll a one on your d12. A critical failure removes one success from your success pool, and if this results in a failure of the check, it will be critical. A critical failure provides an exceptionally negative outcome of the check. Possibly hurting yourself or straining relations with another individual. During combat, if an attack roll ends up as a critical failure and an ally is nearby, it is possible to accidentally hit your ally instead.

Check Difficulties

Whenever a player makes a skill check or an attack roll, the Chaplain decides how difficult the check is supposed to be. Check difficulties can be influenced in 2 ways.

Difficulty

The standard difficulty of a check can be defined by the Difficulty Number (DN), which counts the number of successes made with either the d12 or the d6. The lower the DN, the generally easier a check is, and the higher the DN, the harder it is.

The more dice a player has to make a skill check or attack roll, the higher their chance of succeeding in a skill check.