Wednesday, September 11, 2024

Retrospective: Ballots & Bullets

Since Boot Hill has unexpectedly caught my interest this month, I thought it might be interesting to take a look at one of its better adventure modules, Ballots & Bullets. Written by David James Ritchie – whose name I most strongly associate with the second edition of Gamma World, as well as some of the Blackmoor modules for D&D – this "special campaign module" first appeared in 1982, just as TSR was transitioning between one era in its history and another. That makes Ballots & Bullets notable on multiple levels and, therefore, a worthy subject of examination.

Like most TSR modules of its era, this one consists of a 32-page staple-bound booklet wrapped inside a cardstock cover. The inside of that cover contains a map of Promise City, Arizona in the year 1882. The map is designed to be used in conjunction with the foldout map included in the Boot Hill boxed set, which forms the central "hub" of Promise City. There are over 200 locales on the combined map and each is described in at least a couple of sentences in the module's booklet. 

Though he's not mentioned in the credits, Jim Holloway provides all the art for Ballots & Bullets, including its front and back covers. Though there aren't as many individual pieces in this module as there might be in most TSR modules of the era, what art there is plays to Holloway's strengths as an illustrator of dubious, unscrupulous, and faintly ridiculous roughnecks. In many ways, Holloway is the perfect artist to depict the Old West, especially as depicted in a roleplaying game. I feel compelled to point out that many of the characters in Holloway's pieces are based on TSR employees at the time, including Holloway himself. I suspect that's also true of rustler Mongo Bailly, who features on the module's back cover, but, if so, I'm not sure which staffer he's based upon. If anyone knows his identity, I'd be grateful.
Making off with the ballot box ...
Slightly more than half of the module – 18 pages – consists of the "Guide to Promise City" and "The People of Promise City." I alluded to the former earlier: it describes every locale on the map, from the Great Western Boarding House and Cafe to the County Assay Office to the Silverbell Mining Company and more. Some locales are detailed more extensively than others, but all provide information not just on the locale itself but also on the NPCs found there. "The People of Promise City" is an alphabetical listing of nearly all 250+ people who live there, along with their Boot Hill game statistics. Also listed is each person's associated faction within the town, how committed he is to that faction, and whether or not he is a registered voter (or candidate).

These factions are important and play a part in "The Election Campaign," which provides the backbone of the module. Promise City is preparing to hold its first election after its town charter was approved by the Territorial Governor of Arizona. The election is three months in the future and two factions face off against each other in the upcoming contest. The first is the Law and Order Faction, supported by merchants and land owners, who want an end to the lawlessness of Promise City. The second is the Cowboy faction, supported by miners and prospectors, who believe the Law and Order faction is just a front for Big Business. The player characters enter Promise City just as things are heating up.

The characters can become involved in a variety of ways, supporting – or undermining – one of the factions for their own purposes. There are discussions and guidelines for handling canvassing the town, putting up campaign posters, running rallies, heckling the opposition, and outright bribery, not to mention spreading rumors and hiring goons to intimidate the voters. The characters can likewise make use of newspapers, churches, and endorsements to advance their chosen cause. At the end of it, there's voting day itself, for which the module also provides rules to adjudicate. Whichever faction wins will impact the subsequent development of Promise City and the fortunes of its inhabitants.

I have never made use of this module, so I can't rightly say how well its contents work in play. I can only say that I found the scenario presented and the information provided to support it quite compelling. In some ways, it reminded me of Trouble Brewing for Gangbusters, a favorite module of mine from my youth and one I used extensively. Despite some surface level similarities, Ballots & Bullets is less a description of Promise City – though it is that – and more of an outline for an entire campaign set during a major event within the city. It's also a great example of the kind of thing that, according to the game's introduction, you're supposed to do with Boot Hill. I found it very compelling and wished I had the time and players to give it a proper whirl.

It's been a long time since I've read a module that made me feel that way. Make of that what you will.
Would you trust this man with the future of Promise City?

10 comments:

  1. Sounds like politics in 2024!

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    1. I thought the same too :-)

      Nothing really changes.

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    2. A reviewer whose opinion I respect once told me that Westerns become popular during times of turmoil and/or war. One of the last times it had a small cultural revival was the TV show Firefly, 2002 - just after 9/11.

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  2. So I ran a version of this using Wild West Cinema rpg, set in Promise City (and using other Boot Hill towns as the other Cochise County locales on the map), including the finale was the core of "Ballots and Buckshot". It is really a great module and play supplement.

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  3. My guess is that the picture of Mongo Bailly is based on Ed Sollers. It looks like the few pictures of him I've seen, and Sollers was from Texas, hence potentially associated with both the Wild West and ballot stealing (via accusations about LBJ's election to the Senate).

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  4. A great module for suggesting the kind of campaign a referee should involve characters in, but the playability as I remember was stifled by its design. This was a story-driven module, not the sandbox "Mad Mesa" was. With Boot Hill, you wanted premises more than you did plot lines.

    I think the presentation of Promise City is a wonderful expansion of what you got in the original box, you could do a lot of things with it.

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  5. "Would you buy a used car from this man?"

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    1. I'm not buying a used car from anyone unless the game's set after 1886. :)

      I wonder what the older version of the phrase was. Something to do with horses? Wagons?

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  6. “Rider” the Cepheus western game is in sale at DriveThruRPG today!

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  7. "There are over 200 locales on the combined map and each is described in at least a couple of sentences in the module's booklet." - Written by David James Ritchie, whom you associate with GW 2e. If you notice the included adventure of 2nd ed. Gamma World was Rites of Passage which took place in Western PA and Pitz Burke. Included in the adventure (which mostly takes place in downtown Pittsburgh) he included an almanac of Places in pgh, allegheny country and the surrounding tri-state area, all getting one or two sentences. One GW GM once said that it was the ultimate sandbox campaign. Looks like this was a specialty of his.

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