RPG Archive: Boot Hill Wild West RPG

Return to the American Wild West for gunfights, cattle wrangling, railroad building, bringing criminals to justice, and more in Boot Hill.
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Boot Hill - Wild West Role-Playing Game (Third Edition) is fifty years old counting from the first edition. It evolved from a mostly miniature based combat simulator into a full-fledged RPG with a breadth of adventures, from range wars to ballots boxes, some of which still hold up and are well worth running. The third edition of Boot Hill contains a more robust set of RPG mechanics to go with shootouts and other physical challenges.

Who Are the Player Characters?

Boot Hill does not define who characters are but what they do. Therefore, any human being from anywhere in the world present in the Wild West could be a player character. Boot Hill defines the American Wild West as running from 1848, when gold was discovered in California, to 1912 when the final territories became states and shut down the frontier.

What Adventures Do the PCs Embark On?

Broadly, Boot Hill defines 57 work skills and five weapon skills. The work skills range from thief skills to wilderness skills to knowledge of Cow Handling, the Fast Draw, Medicine, Wrangling, and many more. Skills are roll under using a d20 with combat skills having a different set of in depth rules.

Specifically, PCs earn experience points in order of value for: surviving a gunfight, bringing a criminal to justice, winning a brawl, coming up with a brilliant idea that saves the day or resolves an adventure, using a work skill, and simply playing the game. While combat may net the most experience points it is also the most dangerous, so many PCs may spend plenty of time thinking their way out of trouble and working using their work skills which in turn will generate further adventures.

The game covers shootouts, brawling, and explosives in detail along with horse riding and horse quality. It covers an esoteric ranges of other topics like safe cracking, bronc busting, and gambling.

GM Tools: NPCs

Multiple NPCs are detailed including 11 pages of game states in table format for both fictional NPCs and historical NPCs. NPCs have a surprising amount of detail to guide GMs. Each NPC has two optional attributes: Bravery and Greed. Each is rolled when an NPC’s reaction to fear and stress or a chance at self-interest are tested respectively. This addition takes a bit of stress off of the GM trying to make decision after decision for a variety of NPCs and can serve either as a guide or a final decision maker. NPC reactions to PCs receives quite a bit of detail, again helping guide the GM to resolving various encounters.

GM Tools: The Western Campaign

Because bringing criminals to justice nets XP, the GM is provided with details on frontier justice including vigilantes, posses, loot (for robberies), and rewards for bringing in the bad guys. GMs also get rules for healing, intoxication, the cost of living including rations, and how to use a campaign map for tracking movement. A random encounter table for use with traveling is included.

Two possible campaigns are discussed along with several campaign seeds. There is a brief discussion on bringing in horror elements into a campaign. A bibliography, glossary, main street map, and large town map round things out.

With details on a larger setting with a map, a town with a map, NPCs including statistics and possible reactions, and various adventure seeds and encounters a GM is well supported to run a Wild West campaign.

Boot Hill: Is It Still Worth Getting?

Boot Hill as print on demand with PDF costs $18.99. It covers an entire game system and the bare bones of setting with maps and encounters. It includes well-tested roll under skills, combat (including shooting and brawling), nearly 60 job-related skills, robust NPCs, horses, an adventure, and campaign information including maps. If you want to run the Wild West, then yes it is an outstanding value.

For being decades old, Boot Hill is surprisingly well-designed. The things PCs can do to earn XP are well covered with rules. Roll under using a d20 systems are still going strong today and the combat rules are well detailed. The GM has plenty of support and a robust system for portraying and running NPCs. There are even maps included. While this RPG Archive article doesn’t have the space to cover the five available adventures, a GM would be well supported for running political shenanigans with BH3: Ballots & Bullets, a range war using BH5: Range War!, or a more D&D-esque wilderness and mine crawl in BH2: Lost Conquistador Mine. And if you can snag a copy of the actual boxed set itself, you get a poster town map and wilderness setting along with tiny punch out cardboard chits of PCs and NPCs to use on the town map along with a GM screen.

Highly recommended.

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Charles Dunwoody

Charles Dunwoody



It was a solid game, but the genre was changing heavily in the 70's - with both Sci-Fi Westerns (Wild Wild West, Battle Beyond the Stars, Westworld, and to a degree, Planet of the Apes and Return to the Planet of the Apes, and Star Trek TOS/TAS), and the Spaghetti Westerns... and the Clint Eastwood style darker westerns (some of which were Spaghetti Westerns). Sure, some classics remained on TV, especially in syndication: Bonanza, Gunsmoke, Wild Wild West...

It is also worth noting that 1E's campaign section seemed entirely an afterthought...
The game could easily do Gunsmoke, much of Bonanza, and much of many novels.
It lacked rules for much of the non-combat side of things, including how much food one needs. (It also doesn't reference AH's Survival... but I suspect that was purely oversight. The implied references in the campaign section are vague but fit with TSR design of the era.)

But the game couldn't do Wild Wild West, nor the social side of much western fiction... Hell the Newman and Redford rendition of Butch Cassidy and the Sundance Kid is mostly talk... but it has some really well choreographed fights... nor easily do the Westworld setting as a game. Now, the lack of social is typical of the era...

Further, it came out just as a Native Rights movement was coming into full swing... not long after the 1974 Alaska Native Claims Settlement Act (ANCSA), with that win riling up a lot of Native Rights and Reparations discussion and protesting. (The majority of Natives in Alaska got just as screwed by it as the Reservation residents... but the Bristol Bay Area Native Corporation and the Cook Inlet Regional Incorporated are the big success stories of the ANCSA, 50 years on.)

Further, I don't think Mr. Blume was thinking in RPG terms; he was still a minis wargamer in mindset, and the campaign rules in 1e make it clear he wasn't thinking about character needs.

I think it's just a case of it was a minis-game 10 years too late, and didn't become seen as much more until better options had come along, coupled to a genre that was both losing social relevance and also becoming a dogwhistle for anti-native sentiment in some places.

On RPGGeek, a similar discussion is going on, and it's been mentioned that Gygax seems to have prioritized his own designs over Blume's during the OE/(Dev of AD&D 1e) era. Not that there were that many of Blume's to support.

Another thought that just occurred to me: D&D really takes off in 1976... there might not have been staff time to devote to the lesser game

A whole stack of negative factors resulting in not a lot of love from the design staff.
 

1st edition and 3rd edition Boot Hill are quite different games, from different era (1975 and 1990).


Boot Hill 3e is a “real” RPG, with non-combat elements like characters having jobs and related abilities and incomes. 1990 was in the era of revisionist Westerns - Pale Rider (1985), Dances with Wolves (1990, which won the Oscar for Best Picture, the first Western to win since 1931), and Unforgiven (1992, also Best Picture). “Too late” in the RPG industry perhaps, but not in popular culture - Westerns were staging a comeback around 1990, after mostly being written off in the late 1970’s.

One of BH 3e’s good features was a list of inspirational sources from movies and TV - an Appendix N of Westerns.
 

Could be useful for someone wanting a Yellowstone RPG system. The 1923 version isn't that far removed from the classic western setting. Even the modern version is close to classic western if you count pickups as stagecoaches and jets as trains. Origin is pretty much centered in the classic era.

Nice supplement for recent 'fantasy' RPGs that keep adding guns to their settings.
 

1883, the Yellowstone prequel, was a very good Western, and right in the Boot Hill time period.

However, I’ve heard it wasn’t very popular, particularly with younger audiences who don’t “get” Westerns - aren’t familiar with the genre and find the past to be cringe and hard to understand. To what extent that’s true, I dunno.
 


However, I’ve heard it wasn’t very popular, particularly with younger audiences who don’t “get” Westerns - aren’t familiar with the genre and find the past to be cringe and hard to understand. To what extent that’s true, I dunno.
I don't think we can say that young people collectively find the past to be "cringe," especially given how big of a role that nostalgia plays in youth culture currently.

As with Hammer Films and Ravenloft, I don't think young people are exposed to Westerns much these days. If 1923 didn't do great -- and we don't want to say it failed on its own merits -- lack of context for what they were seeing could well have been part of it.
 


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