Burned Bush Wells Pdf

  1. Burned Bush Wells Pdf Boot Hill

Boot Hill - BH4 Burned Bush Wells.pdf.. Documents Similar To Boot Hill - BH1 Mad Mesa. BH4 Burned Bush Wells. 3rd Edition.pdf. Men In Black - Core Rules.pdf. Abbernoth Campaign Setting.

Modules were/are something of a mixed bag in a lot of ways. This is especially true when you break down the run and consider that BH1-BH5 covered two different editions over the span of 1981-1984. Now granted the structural differences between 1st and 2nd are minor, but a point none-the-less. Five modules in the span of three years, with one being a Gen Con tournament module (BH2) is not a great track record. Of course D&;D was taking off big time for at the time so they rightly focused their attentions on their breadwinner; can't fault them for that. As covered, Boot Hill is one Hell of a game and was one of the very first RPGs written in any genre and was written by and. So back to the basics: 5 modules and before I get to far, I will be reviewing all of them: BH1- Mad Mesa: Mad Mesa (BH1), Lost Conquistador Mine (BH2), Ballots and Bullets (BH3), Burned Bush Wells (BH4) and Range War!

Burned Bush Wells Pdf Boot Hill

Right now I have 1-3 and just finished reading through BH3. First off I'm a big fan of the graphical presentation of the first three modules echoing quite capably the look of tooled leather. Plus my favorite old school artist of TSR's heyday has drawn the cover:! Anytime you have him and two-gun shooting its going to be good. There is also a number of his pieces throughout, that's even better. Everything about the look of the module says Old West; so mission accomplished.

Another plus is the early covers look very much like the awesome. (Speaking of which I was just able to complete that entire series in one fell swoop! Woot!) Surprisingly, I like even the Jeff Dee stuff and a Erol Otus drawing here and there. For Dee his range of motion is excellent, his figures show movement well.

I like his stuff better here then in D&D. The inside cover has a map of the town of Mad Mesa and the back cover a fanciful Mesa Gazette. So onto BH1 itself. BH1 is a collaboration between Jerry Epperson and (of the Basic box sets fame). Mad Mesa is 32 pages which is pretty much standard length for a RPG module. Like some of the products that TSR was churning out at the time, Mad Mesa includes a section (and a rather large one) for solo play via the 'choose your own adventure' rules.

But, even before that it adds (like all Boot Hill products do) some additional rules. This can't be understated enough: as written the 1st and 2nd edition Boot Hill rules are so sparse it's not even funny, I mean the holes are large enough to drive a steam locomotive through. Mad Mesa fleshes out the sections for law and order and NPC reactions nicely in this regard. One could take the Boot Hill modules and create a supplement in order to flesh out the missing sections to the game and call it part II to Boot Hill! It's no wonder that 3rd edition Boot Hill is a much more complete system, its not that hard too do. The starting premise for the solo play is pretty straight forward. The PC is riding, it's getting dark, and he needs a place to spend the night.

Shots ring out then die off. From there its picking numbered entries until you reach the end and successfully complete the tale.The entries are going to mean that play happens fairly quickly. The main purpose is to get a sense of how Boot Hill plays as system and allow the referee (they were called GM's yet) a chance to ply his trade without any plays in order to get a firm grasp of the game.

The multi-play section borrows from the solo section. It relies on the main NPC catalyst 'Uncle Zeke' being related to one of the PCs to get things moving. This in itself is not bad, because in Westerns RPGs, interactions with NPCs really, really matter, more so then fantasy RPGs. Why is that so? It becomes apparent in terms of Boot Hill and western modules in general in how they divert from a traditional dungeon crawl RPG.

Westerns are not so much location (a wizard's tower, a dungeon, a cave with monsters is to traditional fare) as they are character interaction driven. Westerns are not reliant on humans in funny suits ('monsters') for the ease of the variety they provide.

What BH1 does is give the referee a bare bones plot to go from and then adds encounters to use to further round out the expeirence. In a way being a referee in Boot Hill seems a tougher order of magnitude then being a Dungeon Master in Dungeons and Dragons. The 5 1/4 pages that comprise the multi-play section are good in my opinion as again the referee is going to need to a fast thinker. Most have some way to connect to each other and almost all of them have a tie into the solo play section.

The Kane-Russell Cattle War could go on for months/years of game time. Of course many of these hooks could lead into nothing more then excuses to fling TNT and blaze away with six guns, nothing wrong with that by my estimation. I've only recently have really gotten into the Western RPg scene, but using Mad Mesa would work quite well as a or a s type module for those not up to speed with the game itself. The great part is that its a town keeps the main focus small in terms of scope although the cast of NPCs can be sprawling.

Later the referee can broaden the appeal and scope as the players and their characters become more established. If I were to use BH1, I'd probably set it in a more 'mythical' Old West rather then the actual historical Old West. That is not to say a Weird West however. I think that is one area where modern western RPGs fail is they fall back to 'six guns and sorcery' because its difficult to structure adventures that aren't a typical dungeon crawl and are more ropleplay driven. Out of 5 stars I give it 3.5 as there are no real flaws with it, but no really deep hooks to make it stand out. It relies (as does the Boot Hill rules) on the talents of the referee to bring it to fruition. The closest comparison for Boot Hill is at its heart more akin to then it is to D&D.

Bush

In summary: I like it, it looks good and is an useful module in my estimation but not a barn burner. I should add my next review might be the before BH2- Lost Conquistador Mine as I've also been reading through the Western RPG from Mongoose Publishing/Redbrick which I received as a gift. It's a pretty neat system but not one I'm sure I'd use; more on that at a later point. How about the folks out there? Anyone actually play this?

Better yet 'back in the day?'

The different editions of Boot Hill were very different games. The first edition (1975, E. Gary Gygax and Brian Blume) was a thin sheen of role-playing covering a hard metal core of gunfighting combat stats. The third edition (1990, Steve Winter) was much more interested in well-rounded characters in the 19th Century American frontier, with rules for cattle ranching and dentistry.

If you're looking for a Western sourcebook to translate into d20, using the d20 Past book, I would think that either the GURPS (3rd Edition) 'Old West' sourcebook (Steve Jackson Games, 2000, Stephen Dedman, Ann Dupuis, et al.), or even Western HERO (Hero Games, 1991, Matt Forbeck) would be easier to find. It sounds like you have a cool idea in mind. What are you looking to run? Chris Mortika wrote: The different editions of Boot Hill were very different games. The first edition (1975, E.

Gary Gygax and Brian Blume) was a thin sheen of role-playing covering a hard metal core of gunfighting combat stats. The third edition (1990, Steve Winter) was much more interested in well-rounded characters in the 19th Century American frontier, with rules for cattle ranching and dentistry. If you're looking for a Western sourcebook to translate into d20, using the d20 Past book, I would think that either the GURPS (3rd Edition) 'Old West' sourcebook (Steve Jackson Games, 2000, Stephen Dedman, Ann Dupuis, et al.), or even Western HERO (Hero Games, 1991, Matt Forbeck) would be easier to find. It sounds like you have a cool idea in mind. What are you looking to run?

I've got the main 3rd edition Boot Hill but was looking for some of the adventures for it on PDF so I could pull them around convert etc. My idea's a larger campaign where the PC's are drawn into a control battle in Promise city, similar to a number of the old films but more covert. I've had a look at a few of the newer Wild West games and never been impressed so far. The shot options in the 6 second round really captured my enthusiasm as a mate of mine in a friends Boot Hill game literally emptied 3 guns in a few rounds by fan firing and missed everything.

ProsSteve wrote: I've got the main 3rd edition Boot Hill but was looking for some of the adventures for it on PDF so I could pull them around convert etc. Steve, I'm afraid there were no adventures for Boot Hill, 3rd Edition. The only adventures were written for 1st/2nd Edition. Referee's Screen adventure - A miniatures battle between the James gang and the good citizens of Northfield, Minnesota. BH1 - 'Mad Mesa', a choose-your-own-adventure solitaire game. BH2 - GEN-CON Tournament module, featuring a treasure map to a lost gold mine.

BH3 - 'Ballots & Bullets', a shoot-out in Promise City, Arizona over a local election. BH4 - 'Burned Bush Wells', a wilderness module by Jeff Grubb, who has gone on to fame in the industry.

Notable insofar as it tries to hang a lot of non-combat actions in a game with almost no non-combat rules. My vote for the strongest of the series. BH5 - 'Range War', set in Promise City, Oregon. (You know how, in old cartoons, when characters are running, the same background loops behind them over and over? That's Promise City, Oregon, where the two-block street map in the original rules booklet repeats itself over and over, from one end of the city to the other.) Written by Philip Tatterczynski, who has not gone on to fame in the industry. ProsSteve wrote: Has anybody still got any info on BOOT HILL. I am trying to find PDF's for the old game and struggling.

Sixguns and Sorcery Weapons.Damage.Rangemod(s/m/l) Derringer.1d4.+2/+1/0 Other Handgun.1d8.+3/+1/0 Shotgun.1d10.+2/0/-1 Scattergun.1d8.+1/0/-1 Other Rifles.2d4.+2/+1/0 Gatling Gun.1d8.+2/+1/0 Cannon (canister).3d4.+4/+2/0 Dynamite (per stick).4d6.-/-/- DMG 1st edition p.112-113 'Yup thers nuthin mer fearsom than a Haflin with a Deringr.' Dragon bursts out of Black Gulch Gold Mine '.Ceptin that.' ProsSteve wrote: I've got the main 3rd edition Boot Hill but was looking for some of the adventures for it on PDF so I could pull them around convert etc. My idea's a larger campaign where the PC's are drawn into a control battle in Promise city, similar to a number of the old films but more covert.

Where are you intending to set Promise City? It sounds like you were looking through the Boot Hill 2nd Edition modules, which are just as adaptable to d20 as any (hypothetical) 3rd Edition adventures would be. BH3 and BH5 sound like what you're looking for. I'm afraid I don't know of any PDFs for sale, but there are still stores that are offering the actual modules, and some of them have web sites.

The problem, I suspect, is that the things you like best about the game, the 6-second round and the fan-firing, are not likely to be there when you 'port the adventures over to d20 Past. (The other issue with d20 Past is that, as with d20 Modern, every setting ('Age of Adventure', 'Shadow Stalkers', etc.) insists on introducing magic or the supernatural or weird monsters or something. Boot Hill was an unabashed historical game.) Steve, it's none of my business, but I suspect you'd be happier just running the adventures under the 2nd Edition Boot Hill rules system. (Be warned about subtlety, though.

Second Edition Boot Hill really is little more than a combat simulation, so you'll need to handle all the interpersonal interactions and town-running outside the rules. Which may be fine.) Having said that, if you wanted to look a little further afield, Green Ronin published a Western setting for their True20 rules system. It may be too crunch-light for you, but they've already done most of the heavy lifting to run the Old West in a system very much like d20, which accommodates a non-magical version of the Old West and supports various NPC interactions. Let us know if there's anything else we can do to help. Chris Mortika wrote: Steve, I'm afraid there were no adventures for Boot Hill, 3rd Edition. The only adventures were written for 1st/2nd Edition.

Referee's Screen adventure - A miniatures battle between the James gang and the good citizens of Northfield, Minnesota. BH1 - 'Mad Mesa', a choose-your-own-adventure solitaire game.

BH2 - GEN-CON Tournament module, featuring a treasure map to a lost gold mine. BH3 - 'Ballots & Bullets', a shoot-out in Promise City, Arizona over a local election. BH4 - 'Burned Bush Wells', a wilderness module by Jeff Grubb, who has gone on to fame in the industry.

Notable insofar as it tries to hang a lot of non-combat actions in a game with almost no non-combat rules. My vote for the strongest of the series. BH5 - 'Range War', set in Promise City, Oregon.

(You know how, in old cartoons, when characters are running, the same background loops behind them over and over? That's Promise City, Oregon, where the two-block street map in the original rules booklet repeats itself over and over, from one end of the city to the other.) Written by Philip Tatterczynski, who has not gone on to fame in the industry. I know you are set on Boot Hill, but I should like to point out that G.U.R.P.S. And Hero allow six shots in a second. I always find G.U.R.P.S.’s sourcebooks to be very thorough and useful even when I am not playing G.U.R.P.S. I do not have the Wild West book with me, but I am pretty sure there was an advantage which allowed fan firing.

In Hero, you could just buy up your SPD. However, that would be prohibitively costly; even with a “Only To Fire Pistol” Limitation. Another option would be a Naked Power Modifier, specifically Autofire. ProsSteve wrote: I've got the main 3rd edition Boot Hill but was looking for some of the adventures for it on PDF so I could pull them around convert etc. My idea's a larger campaign where the PC's are drawn into a control battle in Promise city, similar to a number of the old films but more covert.

Where are you intending to set Promise City? Let us know if there's anything else we can do to help. The actual edition of Boot Hill is 3rd edition (the D20 version) set in Promise(using the Ballets & Bullets map)and I ran the game over the CONCEPTION convention last Thursday to Sunday and it went swimmingly. I'm running Range Wars(converted obviously), one player is the son of the farmer McCash, another player is a bartender owner(big bloke), third guy works for McCash and the last is a Gambler but trained lawman. The players are embroiled in the conflict and whilst making some enemies have made some very good allies. They've helped the Woolsmitd boy marry farrigan girl, protected them from the Farrigans son(without killing him or his mates but did chop the ears off one of the guys and almost blew them to kingdom come with old dynamite). They helped McClosky escape the burning Ranchers Club whilst having a shoot out with some of the Woolsmitd guys.I'm trying to include thier non-combat skills which so far has worked well.

The Range wars is a very good module with loads of opportunities for Roleplay and has given me some ideas for D&D funny enough. The guys had a great time playing the characters and seemed to really get into it(lots of fake gun shooting in the air and YeeeHaaaa's plus fake american accents(we are brits you see). Really good fun overall.

CourtFool wrote: I know you are set on Boot Hill, but I should like to point out that G.U.R.P.S. And Hero allow six shots in a second. I always find G.U.R.P.S.’s sourcebooks to be very thorough and useful even when I am not playing G.U.R.P.S. I do not have the Wild West book with me, but I am pretty sure there was an advantage which allowed fan firing. In Hero, you could just buy up your SPD. However, that would be prohibitively costly; even with a “Only To Fire Pistol” Limitation. Another option would be a Naked Power Modifier, specifically Autofire.

I'm having a look at GURPs now actually, picked up 3rd edition book at a convention a few weeks ago. Looks interesting but still not yet convinced it's better that BootHill 3rd edition. The 3rd Edition has a simple System for gunfights that does a lot to give the feel of the lethality of gunfire, the effect of being shot and the speed of combat. The trouble I've seen in most Wild West ad-on games, you need to take a feat to be allowed to try hip shots and fan firing but this usually gives you a pretty good chance of hitting when doing this. Historically anyone fan-firing or hip shooting would hit everything BUT the target.

Well stated in 'Unforgiven' how the other guy would rush the shot and miss more often than not. If you've never played it get a copy and get gunslingling. Outthink the other fella and shoot them in the back before they get ya!!! I am rejuggin the Melee game because that struggles and the starting skills for characters but we'll see how that goes. CourtFool wrote: I know you are set on Boot Hill, but I should like to point out that G.U.R.P.S. And Hero allow six shots in a second. I always find G.U.R.P.S.’s sourcebooks to be very thorough and useful even when I am not playing G.U.R.P.S.

I do not have the Wild West book with me, but I am pretty sure there was an advantage which allowed fan firing. In Hero, you could just buy up your SPD. However, that would be prohibitively costly; even with a “Only To Fire Pistol” Limitation. Another option would be a Naked Power Modifier, specifically Autofire. Six shots in a second??? That is some SERIOUS fanning of the hammer. A bit over the top if you ask me.

I second the Deadlands recommendation. Battlelords of the 23rd century has deadly combat rules! Not boot hill, not western, but SERIOUSLY fun.

Xaaon of Xen'Drik wrote: six shots in a second??? That is some SERIOUS fanning of the hammer. A bit over the top if you ask me. I second the Deadlands recommendation. Battlelords of the 23rd century has deadly combat rules! Not boot hill, not western, but SERIOUSLY fun Six shots in a second is possible even with those old guns, trouble was you litterally couldn't hit a barn door with it which in the games I've been in is very well demonstrated. Likewise the gun accuracy was terrible so most guns(pistols) were very inaccurate past 10ft which is why contrary to most films gunfights took place within 10ft range( even then it often took several shots before somebody hit something!!!).

I did get a copy of deadlands but wasn't taken by it but I'll check out the Battlelords stuff as for another game I was thinking of TWILIGHT2000 although the rules were a bit clunky. ©2002-2017 Paizo Inc.® Need help? Email or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc.

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