Retrospective: Mad Mesa

Consider, too, the module's byline: "by Jerry Epperson and Tom Moldvay." Tom Moldvay is a name that needs no introduction to anyone reading this blog, but Jerry Epperson? Who is he? That's a good question and I wish I could provide a good answer. He seems to have been a freelance writer rather than an employee of TSR, like Moldvay. He'd later go on to contribute to a handful RPG products over the years (for GURPS, Marvel Super Heroes, and Shadowrun), but doesn't appear to have otherwise left a significant mark on the hobby. Epperson dedicates Mad Mesa to, among other people, Moldvay, "who took an idea and breathed into it the essence of life." This suggests to me that Moldvay had a much bigger hand in the final product than his secondary credit in the byline might imply.
Like most modules of the time, Mad Mesa is 32 pages long and is divided into two uneven sections, along with a map on its interior cover. Here's what part of the map looks like, because it's quite unusual:

I find it fascinating that the very first Boot Hill module contains a lengthy solitaire scenario, which takes up 24 of its 32 pages. It's doubly fascinating when you consider that the second part of the module contains a multi-player adventure that depends on the referee's having already played through the solo scenario "so that he or she can use the information to smoothly run the multi-player adventure." Indeed, the multi-player adventure is little more than a more freeform and elaborated version of the solo adventure, which involves the characters having come to the frontier settlement of Mad Mesa just as the long-simmering feud between the Russells and the Kanes – two ranching factions – boils over into violence.
As presented, both versions of the module's scenario are fairly open-ended and I dare say "Braunstein-like." The characters are caught up in the machinations of larger factions with their own agendas and it's up to the player(s) to navigate this as best they are able, even to the point of playing one faction off against another, Clint Eastwood-style. Of all of TSR's published roleplaying games, Boot Hill seems to have stayed closest to its original miniature wargaming roots and that comes across very clearly in Mad Mesa. Younger gamers or those simply unfamiliar with the history of the hobby might well find this aspect of the module strange, even off-putting, but I find it a useful reminder of where it all began.
Finally, Mad Mesa is worthy of note for one other reason: its artwork. TSR in 1981 had a remarkable and varied bullpen of illustrators and this module makes use of almost all of them. There are thus pieces by Jeff Dee, David "Diesel" LaForce, Jim Roslof, Bill Willingham, and even Erol Otus. It's an incredible lineup, all the more so because they're illustrating a western adventure rather than a fantasy or science fiction one. It's a pity that most of them wouldn't be employed by TSR much beyond the publication date of Mad Mesa, but, during the time they were there, they certainly left an impression.
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