I am pleased to present to you my review of Chronicles of the Edge, an expansion for the science fiction role-playing game Farsight, of which you can find our review here. The manual was designed and written by Dario Pesci and Francesco Lucenti (Lightfish Games), whom I thank for providing us with a copy.
If you are interested in purchasing, you can find this supplement on the website of the publishing house MS Edizioni at the price of €49.90 in physical copy; if you enter the code NoDiceUnrolled10 before paying, you will receive a 10% discount!
Aesthetics of the Chronicles of the Edge
Like the basic manual, Chronicles of the Edge also presents itself well, very well.
It is a robust manual with a hardcover that consists of 300 pages of text. I really appreciate the commendable aesthetic that recalls science fiction themes thanks also to wonderful original images.
The layout is in two columns, in clear writing and ordered by paragraphs which facilitate research and reading. Some light blue boxes stand out within the pages, delving into some aspects of the content with insights and useful tables.
In short, it is a quality expansion manual. It also boasts an excellent quality-price ratio, thus becoming an intriguing choice for fans of the setting.
All this helps to immerse yourself in the pages in a non-tiring way, further stimulating immersion in the science fiction world of Farsight.

Chronicles of the Edge Manual Structure Review
Chronicles of the Edge is divided into three large sections:
- Extras includes an expansion for character creation and new rules and game tools for the narrator.
- The Atlas section instead best presents the setting in which the characters move and where the narrator inserts his chronicles.
- Finally, Sagas provides some pre-made game scenarios and adventures. It also features a further expansion of the Bestiary, for both Allies and Enemies.
The structure of the manual is therefore tidy, ensuring easy consultation. This aspect makes all those obsessed with order and storytellers happy who have to consult the volume during a session.
Chapter 1: New Character Options
This chapter expands the possibilities for character customization, a classic and appreciated addition to an expansion manual.
We start with five Variant Species. These are not exactly new species, but “exceptions” compared to those in the basic manual determined by their particular origin.
Among these are the Chimeras, born from horrors and genetic experimentation, the Contaminated, generated by parasites or other similar creatures, and the Cybernetic Spectres, which recall the more cyberpunk themes of AI and the transfer of consciousness.
As also indicated by the authors, these are species that lend themselves well to themes such as horror, cyberpunk and post-apocalyptic. Personally I believe that their use should be improved in order to make them unique and interesting within the setting.
In other words, unless there is an extremely thematic campaign, everyone belonging to extremely particular races devalues ​​the very concept of the Variant a bit.
In addition to the Variant Species, the chapter provides new Background traits to add to those of the Basic Manual and new Talents with which to customize your character to face the countless challenges of the game.
Finally, we find new personal equipment and vehicle upgrades that the group might come across, or simply buy.
Chapter 2: New Storyteller Options
The second chapter of Chronicles of the Edge is an expansion of the rules of the basic system. We can find insights relating to those that already exist, such as those concerning positioning in combat and the activities of managing a base for characters.
The real strong point, however, is the introduction of totally new mechanics. Among these, there is Authority, which allows you to surround yourself with individuals who can be the backbone of organizations or crews created by the characters, or Corruption, which represents the slow and inexorable advancement of evil (of various origins) on the members of the group and which applies well to more horror-tinged campaigns.
Finally, there is a small appendix of Artefacts, which are extraordinary and unique objects even in the Farsight setting.
Although they are often mechanics that the GM can easily make the narrative so as not to make the mechanics weigh too heavily in tense situations, it can still be useful to have some references ready.
In any case, being completely optional, they are a welcome addition for those who intend to use them, without annoying those who prefer a more narrative management of game situations.
Chapter 3: Alternative Horizons
We now arrive at the last chapter of the Extras section, containing the Alternative Horizons.
One thing I really appreciated about the Farsight Core Rulebook was its focus on giving storytelling and thematic advice to GMs, a category all too often left to its own devices.
Here too the authors present three insights into science fiction, which concern Horror, Cyberpunk and Post-Apocalyptic. Each of these three science fiction subgenres is analyzed, exploring the possible themes and giving advice both to the players and above all to the GM on how to play it and implement it in your campaign.
It will probably be a section underestimated by most, but I highly recommend everyone (experts or beginners, players or storytellers) to read it for new insights and ideas.

Chapter 4: The Time
The first chapter of the Atlas section, which focuses on the setting, presents its entire chronology.
It goes on to explain how the species of the universe have expanded, how empires have collapsed, and how new domains have arisen from their ruins.
It identifies particular episodes for the characters to investigate and provides, thanks to the attention to the exposition of the various situations between the powers, a clear and ready mosaic for a GM to use.

Some helpful boxes provide specifics on how some races, including Terrans (humans), perceive chronology. Others provide usable insights into creating a character’s backstory or entire plots for the GM.
Chapter 5: The Space
If the first chapter of the Atlas section focuses on the chronology and history of the setting, the second describes the space, literally, of the game quite accurately.
We begin with an examination of life in space, the related journeys (with various dockings and methods), how communications and trade take place, and then move on to the description of the various sectors and systems that are part of them.
Each sector (such as the Central Systems or the Peripheries) is first described in a general way with its origins, with its company, and then goes into detail with the details that make it unique. We then move on to the “systems” that are part of it, each with key elements such as the form of government, demographics and, above all, the internal problems that the characters may encounter.
Finally, a part of the chapter contains and exposes some of the various Organizations that move, act and plot within Known Space.
These are organizations of various kinds and with multiple purposes. There are the academics of the Eridanus Association, various trade corporations, some famous mercenary groups, and even groups identifiable as cults or philosophies.
This chapter has the advantage of being schematic in the way it is presented, and at the same time full of information and gameplay ideas. It is not unlikely that a Farsight campaign could be played entirely in a single sector if not a single system.

Chapter 6: Heroes of Known Space
The last chapter of the Atlas section further expands the creation of the character, especially his past.
In fact, it provides a series of tables and ideas that players can draw on to give greater depth to their characters’ stories, or use them for quick creation of the same, if necessary.
Obviously, nothing prevents the GM from using it to quickly create a series of NPCs, giving them a clear characterization and a backstory. All things that could come out through interactions with player characters.
The chapter itself is completely optional but provides clear and appreciated help.
Chapter 7: Scenarios
The first chapter of the Sagas section introduces seven scenarios.
These are not stories or adventures, but rather narrative frames, events or situations in which the characters can move freely.
Each of the seven scenarios presented provides a different concept to explore. There is a political scenario to determine the fate of a planet at war, the fight against a group of pirates equipped with strange and mysterious cybernetic implants, or the simple presentation of Concordance, the very heart of the Central Systems.
This is an interesting chapter that delves into a series of situations, themes and even sectors.
This without forcing the players and the GM to an already outlined story, which therefore changes in a unique way every time it is played.

Chapter 8: Adventures
If there were seven scenarios, the authors of Farsight – Chronicles of the Edge spoil us by giving us six adventures ready to enjoy.
Each presents a different theme and introduces the characters to it in a natural way, providing hooks, background and a clear guideline.
I really appreciated Zona Morta, with its strong survival horror themes, and Il Fugitivo, with themes dear to cyberpunk and films that are now part of the collective imagination.
The schematic nature of the manual is also to be appreciated on this occasion.
Each act is carried out clearly, helping the GM with paragraphs of different colours with the aim of indicating the different descriptions and ways to best navigate the narrative tension.
In any case, these are six ready and useful stories to introduce players to the Farsight setting. Unlike the scenarios, obviously, we find a little less freedom, but starting a session is very quick in this way.
Chapter 9: Allies and Adversaries
This chapter could also be simply called the Bestiary.
Inside, various NPCs can be encountered in the Farsight universe, including ordinary citizens, bounty hunters and dangerous psykers.
Each has its stat block and “variants” to further identify it when needed.

There are extensions of the creatures already seen such as robots or alien flora, useful for characterizing the worlds explored. And obviously, new species are also introduced, some hideous like the corpse infesters known as Necroids and others elegant but lethal like the biomachines.
They are all great options for playing with various science fiction themes and featuring an alien and exotic environment.
Chronicles of the Edge Maps Review
In the final section, it is possible to find a series of maps depicting some of the locations of the adventures, easily reusable by the GM in various situations. Added to this is the large map attached to the manual which represents the Farsight game space. On the back there is a hex map for combat scenes.
All in all, they are small additions, but they help the players at the table and their immersion.
Final Considerations of the Chronicles of the Edge Review
To conclude this review I can say that Chronicles of the Edge is an excellent expansion for Farsight.
It takes on the burden, and fully succeeds, in covering one of the major shortcomings of the basic manual: the setting.
In fact, it provides a clear timeline and accurately analyzes the various sectors of the game universe, providing the GM with a lot of material for his plots.
Beyond that, it introduces new species and backgrounds for character creation, and a host of optional rules to help immerse the campaign in its new themes.
Chronicles of the Edge is a more than recommended product for those who want to expand the interesting setting of Farsight and its references to more pop science fiction, now also available in horror and cyberpunk themes.


0 Comments