Forged on the Frontier

Forged on the Frontier is a minimalistic, old-school Western RPG primarily inspired by Boot Hill. The primary setting of play is intended to be "The Old West", and so roughly post-American Civil War until the introduction of the automobile. With some research, play may extend back a little further back in time, but this is the core of it.

What is the overall goal and direction?

Boot Hill, while being a dead game line, is still available in PDF and PoD from DriveThruRPG. A popular blog post, "Boot Hill and the Fear of Dice", sings the praises of the role-playing that results from the minimal ruleset, and it's an article that often comes to mind when I think of RPG design. The overall goal is to take the core Boot Hill idea, what those rules do to play as explained in the above-mentioned article, and make a smoother, cleaner implementation of the whole idea. Also, the game should be a bit of an essay or commentary on the Western genre itself. While the rules should be relatively brief, there is room for a bit of history, "gear porn", genre talk and play talk to set the table for play. I will begin with a cloning approach, laying down the Boot Hill (2e) methods and rules, followed up by provisional re-implementations. Beyond that, there may be things added or removed from rules consideration as I take the idea my own way potentially. The text here is in no way aiming for "final", but rather is more like a notebook of everything under consideration.

Cool Inspirational Articles & Posts

Rules Ruminations

I'm just gonna start with documenting Boot Hill 2e as a start, beginning with the Attributes. The game has you roll percentile, then get a value based on that, but the values are different for each attribute. It's a little sloppy

The range of Speed really only seems to matter in the Advanced game, where there is an optional rule for allowing multiple shots before someone can reply, but the numbers themselves don't matter, in that the Attribute ranging from -5 to +22 might as well be 0 to +28, or anything else. The Strength for HP thing seems OK currently, though maybe check scale and rejigger if it makes sense. Accuracy is used on a percentile roll. It is a little sloppy how some attributes are only used as modifiers to other attributes, though there are things I like about it as well. For example:

In melee, there is no accuracy involved, there is just character speed and rolling on a punching or grappling table. Strength matters in so much as it serves as Hit Points.

I'm just rambling. What I need to do is determine what should be kept, added or discarded. What matters to reinforcing the idea of what the game is in my head? At core, the original Boot Hill is just a gun fighting miniatures game with just enough bits added on that you could use it as an RPG. I have an inclination towards minimalism with this, but also an inclination to tidy up the mess of the original as well, as small of a game as it is. Like, the core should be able to operate more quickly and cleanly while maintaining its merits. Also, not discussed so far, is how Bravery works as morale for NPCs, and how it combines with the reputation and reaction mechanics (pretty light), from the adventures.