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Paizo / Messageboards / Paizo Community / Gaming / Other RPGs / Archives / BOOT HILL     Recent Posts Facebook Twitter Email
BOOT HILL
ProsSteve,

A 15 Giant-Hill-Giant avatar

Has anybody still got any info on BOOT HILL. I am trying to find PDF's for the old game and struggling.
It doesn't matter if its the wrong edition because I can convert the character easy enough but the main body of the info is what I'm looking for?
This is a classic game with so much potential(especially 3rd edition D20 version), I've never seen gunfighting and roleplaying done better than this(without too much complications thrown in).

Help me Obi-Wan Kenobi, Your my only hope....!!!

Qadira Chris Mortika (RPG Superstar 2010 Top 16),

Arodnap avatar

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?

Taliesin Hoyle (Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Pathfinder Chronicles, Pathfinder Companion Subscriber),

A 17 Third Eye avatar

I can't help you with Boot Hill, but I would like to direct your attention to this:

Aces & Eights

ProsSteve,

A 15 Giant-Hill-Giant avatar

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.

Cheliax Larry Lichman (Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion Subscriber),

Wormy 2 avatar

If you want a "different" Wild West, I strongly recommend Deadlands (preferably, the original edition by Pinnacle, not the d20 game). One of the coolest combat systems ever, and one of the most interesting, well-fleshed out campaign settings ever published.

Qadira Chris Mortika (RPG Superstar 2010 Top 16),

Arodnap avatar

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.

Osirion Ubermench,

A 12 Captain Castothrane HI avatar

I would go for aces and eights like Taliesin Hoyle sugested earlier. It is the most detailed and authentic wild west RPG out there.

Repairman Jack,

Ogre-fight 1 avatar

Ubermench wrote:
I would go for aces and eights like Taliesin Hoyle sugested earlier. It is the most detailed and authentic wild west RPG out there.

What system does Aces & Eights use?

I'm more familiar with Sidewinder: Recoiled, which is d20 Modern. But it is all-included rules, you don't need d20 Modern to use it. It is also a very good setting for western and is compatible with any other d20 material you might care to use.

Repairman Jack,

Ogre-fight 1 avatar

By the way, I have a copy of the original edition of Boot Hill.

Osirion Ubermench,

A 12 Captain Castothrane HI avatar

Repairman Jack wrote:
Ubermench wrote:
I would go for aces and eights like Taliesin Hoyle sugested earlier. It is the most detailed and authentic wild west RPG out there.

What system does Aces & Eights use?

I'm more familiar with Sidewinder: Recoiled, which is d20 Modern. But it is all-included rules, you don't need d20 Modern to use it. It is also a very good setting for western and is compatible with any other d20 material you might care to use.


Aces and eights uses it's own system.

Qadira yellowdingo,

Armoured Hyena avatar

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."

Qadira Chris Mortika (RPG Superstar 2010 Top 16),

Arodnap avatar

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.

Excellent. 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.

hogarth,

Unicorn 2 avatar

Don't forget "The Taming of Brimstone" from Dragon #71 (an adventure where you try to clean up a lawless town). I tried converting it to a Superagents/Hero game once, but it never panned out.

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.

Qadira yellowdingo,

Armoured Hyena avatar

BOOT HILL STUFF

Boothill@dragonsfoot.org

CourtFool,

28 Largefamily Col 3 avatar

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.

Taldor Wellard (Pathfinder Chronicles Superscriber; GameMastery Superscriber; Pathfinder Roleplaying Game Subscriber),

2 Sanarin Qwelb avatar

Ah happy memories...My best ever character was my 1st Ed Boot Hill one..gun speed 100 gun accuracy 99.

It was a small campaign just two players and the GM so we really got into building character.

ProsSteve,

A 15 Giant-Hill-Giant avatar

Chris Mortika wrote:
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.

Excellent. 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.

ProsSteve,

A 15 Giant-Hill-Giant avatar

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.

Kruelaid (Pathfinder Adventure Path Charter Subscriber; Pathfinder Chronicles, Pathfinder Companion, Planet Stories Subscriber),

37 Goldsmith Col Final avatar

I used GURPS for a Special Ops/Cthulu mix about 15 years ago and I think the system is perfectly suited for gunplay - although maybe a little cinematic.

CourtFool,

28 Largefamily Col 3 avatar

Kruelaid wrote:
- although maybe a little cinematic.

laughing

Kruelaid (Pathfinder Adventure Path Charter Subscriber; Pathfinder Chronicles, Pathfinder Companion, Planet Stories Subscriber),

37 Goldsmith Col Final avatar

shoo!

Osirion Xaaon of Xen'Drik (Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Pathfinder Companion Subscriber),

Soulknife avatar

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! d100 system.

Not boot hill, not western, but SERIOUSLY fun

ProsSteve,

A 15 Giant-Hill-Giant avatar

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! d100 system.

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.

TheMetal1,

Have you checked out Twilight 2013, it might give you some ideas since your already considering Twilight 2000. They have a tiered approach for various levels of realism in combat, etc. What T2000 version were you looking at 1, 2, or 2.2? (Twilight 2013 is the 3rd edition of T2000 just released in PDF last fall.)

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