Adapting Boot Hill modules for a Savage Coast campaign?

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paleologos
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Adapting Boot Hill modules for a Savage Coast campaign?

Post by paleologos » Mon Jun 04, 2018 1:41 am

Earlier this evening, I stumbled across the 5 modules published for the Boot Hill setting between 1981-4, and it occurred to me that some of these could be adapted for use in a Savage Coast campaign - has anyone tried this?

BH1: Mad Mesa by Jerry Epperson and Tom Moldvay (1981)
BH2: Lost Conquistador Mine by David Cook and Tom Moldvay (1982)
BH3: Ballots & Bullets by David J. Ritchie (1982)
BH4: Burned Bush Wells by Jeff Grubb (1983)
BH5: Range War! by Philip Taterczynski (1984)

BH2 in particular is by Dave Cook and Tom Moldvay, set in the American Southwest (which was Rasmussen's inspiration for the Savage Coast), features a town by the name of Dead Mule (!) and a very cool abandoned gold mine. In flipping through this one, I think it could very easily be adapted to a Savage Coast setting...

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by Yaztromo » Mon Jun 04, 2018 3:37 am

I didn't try these modules in particular, but in general any pulp, cinematic scenario works well with Savage Worlds.
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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by agathokles » Mon Jun 04, 2018 8:40 am

Yaztromo wrote:
Mon Jun 04, 2018 3:37 am
I didn't try these modules in particular, but in general any pulp, cinematic scenario works well with Savage Worlds.
No brainer.
I think the OP meant adapting to the Savage Coast AD&D setting, not to the Savage Worlds rules. ;-)

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by Sturm » Mon Jun 04, 2018 10:08 am

paleologos wrote:
Mon Jun 04, 2018 1:41 am
BH2 in particular is by Dave Cook and Tom Moldvay, set in the American Southwest (which was Rasmussen's inspiration for the Savage Coast), features a town by the name of Dead Mule (!) and a very cool abandoned gold mine. In flipping through this one, I think it could very easily be adapted to a Savage Coast setting...
Note that Dead Mule appears in the Adri Varma plateau in the original orange cover B3 module, and there are mines nearby.
Actually the Adri Varma region could be quite appropriate too for a Western style campaign, just replacing firearms with something else.

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by Kythkyn » Mon Jun 04, 2018 7:21 pm

paleologos wrote:
Mon Jun 04, 2018 1:41 am
features a town by the name of Dead Mule (!) and a very cool abandoned gold mine
An abandoned cinnabryl mine?!?!
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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by Yaztromo » Mon Jun 04, 2018 7:39 pm

agathokles wrote:
Mon Jun 04, 2018 8:40 am
Yaztromo wrote:
Mon Jun 04, 2018 3:37 am
I didn't try these modules in particular, but in general any pulp, cinematic scenario works well with Savage Worlds.
No brainer.
I think the OP meant adapting to the Savage Coast AD&D setting, not to the Savage Worlds rules. ;-)

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by Havard » Mon Jun 04, 2018 7:39 pm

I'm loving this idea!

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by paleologos » Tue Jun 05, 2018 12:58 pm

I'm sure many would be a great fit - I wonder what Bruce might have to say, as well?

I'm running 2 campaigns at present, and one is headed to Slagovich after completing B5, so I will be having a closer look at them, soon.

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by The Dark » Wed Jun 06, 2018 6:17 am

There's also "The Taming of Brimstone" from Dragon #71. It has the PCs acting as law enforcement in a rowdy town, and includes tables to generate who commits what type of crime and when, with a tracker to monitor how well the party enforces the law. It'd be particularly good for parties with a paladin.

Polyhedron #43 has "Dr. Brown's Miracle Juice," an RPGA tournament module that I personally wouldn't want to try to convert (it relies on shipping nitroglycerin in soda bottles and seems like it'd be a bit difficult for me to make work, but your mileage may vary).

For small supplementary articles, Polyhedron #7 has Bill Fawcett's Ranch Encounters, which is a one-page article with a random encounter chart plus two tables to determine whether a ranch has jobs available and what type they are. Polyhedron #56 has a random town generator (also one page). Neither is essential, but both are potentially useful supporting documents.

I'll have to dig through and see if there are any other Polyhedron issues with useful articles. I know one had Annie Oakley statted out, but that's not especially useful/necessary for this sort of adaptation.

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by The Dark » Fri Jun 08, 2018 6:28 am

One last supplementary article. Polyhedron #67 has a random horse generator, which looks to be the only thing done for 3rd edition Boot Hill. It uses 5 tables that all run off a d20 to generate the horse's breed, stats, skills, and any tricks or traits it's learned.

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Re: Adapting Boot Hill modules for a Savage Coast campaign?

Post by Khedrac » Fri Jun 08, 2018 1:51 pm

If you want horse quality you can also look at Gaz2 The Emirates of Ylaruam which had rules - slightly simpler ones I think.
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