I have to agree with JB. The biggest problem with Western RPG gaming is the lack of character diversity: Everyone's a gun-man. With work into story and setting you can overcome the limitations on character diversity and create interesting party dynamics and good scenarios, but it's much harder. They solved the character diversity problem by adding magic. A friend of mine is absolutely crazy about Boot Hill. He used to run a campaign with a session every birthday, as a present to himself and us.
Totally hilarious. The game system is definitely a minis game in the wild west. I love westerns, but wouldn't use Boot Hill, not even 3rd ed. Andreas: I wish I knew your friend. We played a lot of Boot Hill for about a month period back in the early 80's. While there was some roleplaying to the games I remember one of the players playing a shotgun-packing barber , most of it was robbing banks and getting in gunfights.
His step-father had acquired an impressive set of Time-Life books on the Old West, which was a great resource. Kenzer's Aces and Eights looks like bottled lightning to me, but the Western seems to have less appeal these days among gamers at least in my back forty.
BH is IMO a remarkably elegant set of skirmish rules. Fire, Hack and Run by Mike Gilbert? As Goldilocks might say, BH is "just right". Who owns it now -- Hasbro?
I think that it could still do quite well for someone without the means to get into the "How much for Pokemon?
I think that might fairly be said of many "old-school" games. As with labor, there are tiers of capital. If we could get a cheeseburger only by having Bill Gates cook it, a lot of Americans would go hungry! Oh yeah. I think I was 12 at the time. The remake of to Yuma would fall under that heading as well. I think it is rather to the point that Colt threw out an "equalizer" of sorts among men and women, and children bent on bloody mayhem.
The career of one who is notable merely for being quicker on the draw -- until the day of being slower -- is easily swamped in the deluge of gunslingers. As a little boy, I was drawn to biographies; Dodge City was a notable nexus of colorful characters.
It's how one ends up in Boot Hill that makes the difference between anti? That sounds awesome. I may have to steal some of those ideas for my BHiBC campaign Both are available on DVD, and might serve as fertile source material for a wild west campaign. I have a copy of Outlaw around here somewhere Boot Hill had a really nice feel to it.
My friends did have a mass-population campaign in high school for a while. Her response was something like, "This is wonderful; why don't modern RPGs work this way? I remember Boot Hill games featuring lots of gruesome injuries and high rates of character mortality. Can a brother get a healing potion up in this saloon? I could never figure out why TSR insisted on inventing new rules for every genre Remember the appendix to the 1st ed. DM's Guide with rules for converting characters from one system to the other?
Didn't it occur to anyone how dumb that was? Presumably, people would have been more willing to try different games if the rules were fundamentally compatible a la GURPs. Man, I wish I knew what happened to my old Boot Hill game The mechanics were derived from Star Frontiers. I had many templates that one could draw upon, as a mash-up of all the Old West archetypes, city slicker, Cthulhu, etc. I have been steeped in Westerns since the time I could speak and provided much color to the game. I would alternate straight western themes with Lovecraftian horror on the frontier.
First adventure was taken straight from the John Wayne movie "Big Jake. I'd like to think it all nostalgia, but I loved that game then - and, after playing it the other night with my wife, I love it now. But I tip my hat to anyone that ran a functional campaign with those rules. I never could do it. Nor did I really ever want to. Recreating the Magnificent Seven and the Coffeyville heist was good enough for me. I think I should be worried. I don't think you could call our campaigns "sustained" but BOOT HILL was one of those games we'd dust off when we had a whole bunch of folks who wanted to play because we could have such massive shootouts.
The Marshall was as fast as greased lightin' but had a hard time hitting what he aimed at. The Dealer is the only one allowed to touch the cards. This is called an Insurance Bet. Players may play up to, but no more than, three hands. However, if playing two hands, 2X the table minimum is required on both hands. If playing three hands, a player is required to wager 5X the table minimum on all hands. Search for:.
Facebook Instagram Twitter. Link to modified Boothill tabels 2 v. Boothill Optional rules: Healing and wounds. Link to alternative Healing of wounds rules v. June, This is a supplement that add a quick reference book for the Judge with standard arhetype Wild Animals.
The all have expanded stats but is built on the ones in the core rulebook with addition of several new animals. Easy for A5 small book print. Link to Judge's book of Wild Animals v. Expanded item lists. Expanded list of items including a merging of specific weapons from Knuckleduster Firearms guide with Boot Hill core weapon list, where the generic weapons has been made specific models. Expanded Boot Hill Weapons list v. Expanded Goods and Services v. Link to Dragon Magazine "Cash and carry" article.
Knuckleduster Firearms guide converter to Boothill rules. Conversion key to fit the famous Firearms guide with extensive weapons characteristics to fil Boothill 3E rules. Link to Conversion Guide. Boothill 3rd Edition Full Rulebook. Complete rulebook for Boothill 3E in pdf format. Only members download only. In addtion link to all the essential Boothil supplement on this page put into one rulebook. Link to full standard core rulebook. Boothill City setting: Promise City.
Map of full city. Link to City map.
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