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Showing posts with label role playing game. Show all posts
Showing posts with label role playing game. Show all posts

Sunday, September 9, 2012

Let it Beagle Media Debut as an Indie RPG Publisher - Hurled into Eternity



Time for a micro blog update.

Since June I've been toiling away most nights in my man cave working on my first RPG. But, the story of the RPG in question: Hurled into Eternity goes farther back then June of 2012; in fact it goes back to 1995/96. Hurled into Eternity got its start as a traditional fantasy RPG back then. I wrote the game in an on and off again fashion for years, never quite finishing Quest (as the game is called).

This year my interest in westerns was reawakened and I started to write a Boot Hill module. It quickly became apparent there are far too many holes in the 1st and 2nd editions of Boot Hill, and 3rd is a different animal altogether. So in June I started to consider writing my own game. Looking about, the western genre isn't too crowded so I went for it. Fortunately for me however, I was able to reuse a ton from my unreleased game.

As of right now the game is available in its Alpha state
. The rules are there, a bit rough and not edited by my editor yet, but playable.

If you are interested let me know and I can direct you to the rules. Owing to its fantasy roots I might back-port the game to Quest. They certainly worked the other way around. So in a sense I've got a game that can go from ancient times to 1920s tech fairly easily.

I'd just like to be able to go back to my 1995 self and tell me that what I was working on would first be released as a western, I probably wouldn't have believed it.

Friday, September 7, 2012

Western City RPG – A Dusty Gem Worth Discovering

 Western City Card based Role Playing Game

Continuing my read-through of lesser-known Western RPGs and modules, today I’m taking a look at Western City, designed by Jörg Dunne and first published in Europe back in 2006.


Before we get into it: this is an overview, not a rules deep dive.


might be a rules-light system on the surface, but it’s got enough nuance that a full breakdown would go well beyond a standard review. Just know: it’s lean, but not shallow.

How I Got It

I came into possession of Western City thanks to a good friend who scored a lot of games off eBay. He handed it to me with a shrug and said, “I’m probably never going to read this.” Challenge accepted.

It sat on my desk for a few days until I cracked it open — and then finished it in one go. That’s not too hard, since it clocks in at a digest-sized 92 pages with a clean layout and a manageable word count per page.

Presentation & Style

Let’s start with the aesthetics. Western City immediately gets a nod for its sharp cover design and internal art by Kathy Schad, which has a distinctive and appealing style — somewhat reminiscent of early Elmore, which is a plus in my book (despite what the grognards say).

The period photos, bullet-hole textures, and playing card visuals throughout reinforce the Western tone well. This isn’t the dry grit of Boot Hill — this feels more stylized, more cinematic.

Unfortunately, the translation (in my January 2008 first printing) leaves a lot to be desired. There are numerous awkward phrases and reversed quotation marks. It’s readable, but janky — a shame, because the presentation otherwise really works.

The Game Itself

Let’s clear one thing up: Western City isn’t a Western RPG in the vein of Boot Hill, Deadlands, or even Sidewinder. Instead, it’s designed for collaborative storytelling, player-driven scenes, and a gamemasterless structure. It leans more “story game” than “simulation.” Think improv theater with poker chips.

Here’s all you need to play:

  • One d8
  • A deck of playing cards
  • Poker chips
  • A dollar bill (!)

That’s it. And just to make it more impressive: it was written in 72 hours for a game design contest. If that’s true? Hats off.

Character Creation

Characters are built around three core stats:

  • Body (Clubs)
  • Mind (Diamonds)
  • Charisma (Spades)

Players distribute points between 1–5 across these. Everyone gets 8 “Hearts”, which serve as your hit points (shades of Legend of Zelda, maybe?). No rolling — just assign points and move on.

Skills range 1–5 and are resolved with a d6. You get a pool of points to spread as you like, with difficulty based on what you’re trying to do.

From there, you assign background details, Hubris (a character flaw), and — most importantly — you create an Extra and a Foe. These characters serve as part of the supporting cast for other players’ stories. Once all players have built theirs, you use poker chips to bid and assign Extras and Foes. It’s a brilliant mechanic — ensuring everyone’s story is already entangled with everyone else’s. You’re building a shared narrative web from the jump.

Later in play, you can also introduce spontaneous Extras as needed, which keeps the story flexible and reactive.

How the Game Flows

Time is divided into three parts per day:

  • Dawn
  • Noon
  • Dusk

Events or “Scenes” happen during those time blocks. Each player proposes a scene where their character is the star. Other players take the roles of Extras or Foes — so no one is ever just watching. Even if your character’s not in the spotlight, you’re still part of the action.

Scenes are bid on and ordered collaboratively, though if there’s strong disagreement, there’s a rule called “Not In My Town” that lets a player force a scene through. It’s all very improv-heavy — and cleverly set up to prevent players from just sitting on the sidelines.

High Noon, naturally, is where the big confrontation is most likely to take place — though it’s not locked in.

Mechanics & Design Choices

Combat, wounds, resolution — all are simple and snappy. The suits from the playing cards play a subtle mechanical role in tests and effects. It’s clever without being clunky.

One downside? Characters can’t die unless the player wants them to. For me, that’s a head-scratcher. I’m not saying every RPG has to be meat-grinder mode, but the lack of stakes takes the wind out of high tension moments. Then again, this is designed for narrative control, not tactical risk.

Optional Magic

There is an optional magic system, and it follows the same rules-light approach as the rest of the book. Personally, I’m a fan of gritty realism in Westerns, so I’d likely skip it — but if you want to inject a bit of Weird West flavor, it’s there.

Equipment? Monsters? Nope.

There are no gear lists or bestiaries. The assumption is: if it exists in a Western, it exists here. That’s either liberating or annoying depending on your comfort level with improv.

Leveling Up

No XP tables here. Players vote on experience awards based on scenes and performance — another narrative-heavy design choice that fits the game’s structure, even if it leans more “actor” than “gamer.”

Final Thoughts

Rating: 3.5 out of 5 stars

There’s a lot to admire in Western City. The system is elegant, unique, and impressively efficient. It leans hard into collaborative, character-driven roleplay — and if you’re the type who loves improv, narrative arcs, and shared storytelling, it’s probably a 4-star (or higher) game.

But for me? I’m a role-player, not an actor. I like some structure. I like GMs. I like death being on the table. Western City is a beautifully crafted storytelling machine — but it’s not what I reach for on game night.

Still, it’s inventive, inspiring, and absolutely worth a read — especially if you’re looking to stretch beyond traditional RPG formats.

Friday, August 24, 2012

Boot Hill BH2 Lost Conquistador Mine – Classic TSR Old West Module

  

BH2: Lost Conquistador Mine, as the title suggests, is the second Boot Hill module in TSR's line for its miniatures and role-playing Western game. It was written by David Cook and Tom Moldvay, which is pretty impressive when you stop and think about it. Here you have the future principal designer of Advanced Dungeons & Dragons 2nd Edition working alongside the editor of the Moldvay Basic Dungeons & Dragons set on the same adventure.

As noted on the frontispiece, the adventure was originally written as a tournament module for GenCon XIII in 1980. Two years later it was revised and published for general release. That is not necessarily a bad thing, but like its Dungeons & Dragons cousins, the A1-A4 tournament series, it still shows signs of its origins. I've discussed this both here and elsewhere on the web. Tournament adventures are not inherently flawed, but they often reveal the constraints of what they were originally designed to accomplish. I could be off base in this case, however, as BH2 lacks the scoring system found in the A-series modules.

Right from the cover, I love the graphic design. Like BH1, Lost Conquistador Mine perfectly captures the feel of an Old West RPG. The hand-tooled leather motif evokes saddles, holsters, and cowboy boots, immediately putting the reader in the right frame of mind. The module follows TSR's standard 32-page format, and the interior artwork is equally strong. Jeff Easley, Jim Holloway, and Bill Willingham provide most of the illustrations, and the quality shows.

The introduction is fairly lengthy and assumes the referee is new to the game, which is not a bad approach. It also establishes the adventure's timeframe as 1868, meaning not every iconic firearm of the Old West is available. I actually like this restriction because it helps reinforce the historical setting.

Before the adventure even begins, however, the referee is presented with another batch of rules additions. Like BH1, there are noticeable gaps in the core Boot Hill rules that the module attempts to fill. This time we get rules covering vigilantes, NPC reactions, crime and punishment, overland travel, dangerous animals, night fighting, telescopic sights, and bronc busting. That is quite a list. As I mentioned in my review of BH1, if someone collected all of the supplemental rules from the first three Boot Hill modules into a single document, it would go a long way toward completing the game. I know I sound like a broken record, but while I think 1st and 2nd Edition Boot Hill have an excellent foundation, they clearly needed more development as role-playing games.

The next section introduces the town of Dead Mule, detailing its buildings and inhabitants. Like BH1, a number of smaller encounters can occur before the players ever reach the main objective, the Lost Conquistador Mine. The buildings themselves receive their own keyed descriptions, making the town feel reasonably complete.

The adventure hook is a variation on the classic "a man walks into a bar with a job." In this case, the man is an aging prospector named Dutch Jack, who dies after leaving his possessions, including a map to the Lost Conquistador Mine, to the player characters. In some ways it reminds me of "The Good, the Bad and the Ugly" where the dying Confederate soldier sets Blondie and Tuco on the trail of the buried Confederate gold. From there, the adventure shifts into overland travel, with the partially decipherable map serving as both a navigation challenge and a way to expand the adventure.

My biggest reservation involves the wilderness portion of the module. The keyed encounters often feel disconnected from one another once the players leave town. I am not entirely sure whether this is a weakness of the adventure or simply a challenge inherent to the Western genre. In BH2, many of the encounters feel isolated rather than contributing to a larger narrative.

If you are trying to emulate a classic Western, the various scenes should generally reinforce one another. A good example from another TSR game is O2- Blade of Vengeance for Basic D&D. That module succeeds because each encounter builds toward the climax. I sometimes wonder whether a Boot Hill adventure structured in a similar fashion would have been stronger. Here, we have a mixture of fixed wilderness encounters and broader wilderness scenarios that function much like the town encounters. Part of me likes the flexibility, while another part thinks it creates unnecessary confusion. Even after rereading the module, I am still undecided.

Interior Art for BH 2 Lost Conquistador Mine
The Crazed Prospector attacks!

Eventually, the players reach the eponymous Lost Conquistador Mine, where they explore a series of relatively small caves rather than a sprawling mining complex. I will not spoil the surprises for anyone who has not read the adventure, but this section occupies only a small portion of the module. And yes, just as you would expect, there is gold waiting at the end.

Of special note is the hedging on the supernatural by the authors. I don't fault them for a real-world explanation for the ghost of the conquistador. At the time there was some that did not like their RPG genres mixed together and over two decades before Deadlands came out. 

Overall, I like BH2, but I cannot quite give it more than 3.5 out of 5 stars. There is nothing fundamentally wrong with the adventure, but the Lost Conquistador Mine itself turns out to be a surprisingly small part of the overall module. In reality, it is more a collection of caves than an actual mine. BH2 illustrates a criticism I have heard for years. The designers often seemed uncertain how to structure Western adventures when they could not simply send the players into the local "monster hotel." It also demonstrates how difficult it is to make a cave-based finale compelling in a Western setting. You can only rely on mountain lions and bears so many times, and BH2 uses both.

Ironically, this is about as close as the TSR Boot Hill line comes to a traditional dungeon crawl, at least until BH5: Range War!, which I have yet to track down. Like BH1, it serves as an excellent introductory adventure for both new referees and new players.

In the end, I do recommend BH2, particularly if you are running the Promise City campaign, as Dead Mule fits nicely into that setting. Like a real gold mine, the adventure contains worthwhile nuggets, but you have to put in a little work to uncover them.

As an aside, I have been remarkably fortunate picking up these modules on eBay. Most have cost me between $5 and $10, and nearly all have been in excellent condition, with very little staple rust and few, if any, blemishes.

What are your thoughts on Boot Hill BH2 Lost Conquistador Mine?

Click here for my next Boot Hill review: BH3- Bullets and Ballots.