Retrospective: Ballots & Bullets

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.

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.

Published on September 11, 2024 10:13
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