wulfgar
Level 4 Theurgist
Posts: 126
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Post by wulfgar on Aug 25, 2008 14:17:34 GMT -6
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
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Post by Finarvyn on Aug 25, 2008 16:10:17 GMT -6
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.
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Post by bigjackbrass on Aug 26, 2008 10:19:53 GMT -6
Sadly I can't offer a personal opinion, but if it's any help Rick Swan had this to say in The Complete Guide to Role-Playing Games:
Lost Conquistador Mine, featuring a quest for a secret gold mine, is not only the best of the Boot Hill supplements, it's also the best Western adventure ever published.
Swan used to write a lot of reviews for Space Gamer and Dragon.
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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.
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arcadayn
Level 5 Thaumaturgist
Posts: 236
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Post by arcadayn on Aug 4, 2010 9:07:26 GMT -6
Ballots and Bullets was extremely useful in that it detailed NPCs and businesses in Promise City.
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Post by Rhuvein on Mar 3, 2011 18:07:19 GMT -6
I recently won an excellent copy of Mad Mesa on eBay. It's in my to read pile, but these threads have got me interested, so it's on the top of the pile!!
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Post by sniderman on Jun 20, 2011 17:50:34 GMT -6
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. Fortunately this module can be found and downloaded from Scribd: www.scribd.com/doc/49207647/TSR-Boot-Hill-TSRxxxx-The-Taming-of-Brimstone
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Post by aldarron on Jun 30, 2011 4:42:42 GMT -6
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.
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