I've never played Boot Hill before, but am thinking of running it next month for my friends using the 1st Edition rules.
Are any of the published modules any good? Any comments/mini-reviews would be greatly appreciated. Digging around online I haven't been able to turn up much of anything on these things, and buying gaming stuff blind is always hit or miss.
BH1 Mad Mesa BH2 Lost Conquistador Mine (the one I'm most interested in just because of the Treasure hunt theme) BH3 Ballots and Bullets BH4 Burned Bush Wells BH5 Range War! Referee's Screen and Mini-Module
I've got the whole set, but never really use modules that much. I think that Range War looks pretty good (it's actually more like a mini-campaign) but many of the early ones seemed pretty weak to me.
Marv / Finarvyn DCC playtester (2011) S&W WhiteBox author (2009) C&C playtester (2003) Builder of the TrollBridge for T&T; Amber Diceless player since 1993 OD&D Player since 1975; Metamorphosis Alpha since 1976
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Post by castiglione on Aug 29, 2008 19:33:50 GMT -6
Mad Mesa was a solitaire adventure where you enter a town, wander around and get into trouble.
The Lost Conquistador Mine was basically a dungeon crawl. It's almost like Keep on the Borderlands in that it has a town...and a fabled mine which is basically a dungeon.
Ballots & Bullets is a political adventure where PC's take part (in some way) in an election in a western town and stuff happens.
The "adventure" that came with the Boot Hill referee's screen was basically a series of wild west shoot outs. They were really a bunch of wargame scenarios.
I think Boot Hill struggled, like Top Secret, to find some traction in that the early adventures didn't really seem to know what to do with the game system (the early Top Secret adventures were basically dungeon crawls). The interesting thing is that the campaign rules for Boot Hill, given in the 2e rules, pretty much spell out how it is probably best approached - basically, like a Braunstein where every character has some sort of "mission" (secret or otherwise) which interacts in some way with the "missions" of other players and let things go from there.
Let me strive every moment of my life to make myself better and better, to the best of my ability, that all may profit by it. Let me think of the right and lend all my assistance to those who need it, with no regard for anything but justice. Let me take what comes with a smile, without loss of courage. Let me be considerate of my country, of my fellow citizens and my associates in everything I say
One module I thought was very well constructed was "The Taming of Brimstone." This module was the winner of a Design A Module contest held by Dragon. Ran in March 1983. The PCs enter a lawless town and try to bring order to it. A true "Sandbox" where they can go anywhere and do anything. Easch ne'er-do-well thwarted improves the town's "score" until the lawless are effectively driven out.
I've run Lost Conquistador (its the only one I own), and its good fun, but there is not a lot to it - more of a mini module really, padded with some fluff. Basically the players get a map from a dying man and track down clues to the whereablouts of the mine - which turns out to be haunted. I should mention that I ran it as a D&D adventure, but other than a little flavor and six shooters, there wasn't much to change.