Promise City, 1876

Promise City, 1876

1876. Hot lead and cold secrets rule the dusty streets. Welcome to Promise City.

TYPE

Campaign

SYSTEM

Boot Hill

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
1 NEEDED TO START
$20.00

/ Session

Details

Weekly / Saturday - 2:00 PM UTC

Session Duration / 3–4 hours

Campaign Length / 1–20 Sessions

0 / 5 Seats Filled

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This game will begin once 1 player has joined
About the adventure

Promise City, 1876 is a classic Western roleplaying game about family, legacy, and standing up for what’s yours. Old Man Crenshaw is dead, and his vast Texas ranch now sits at the center of rival claims, old grudges, and new ambitions. With his passing, long-lost heirs and unexpected allies are drawn back to Promise City, each with a stake in the future of the land. Players are connected to the Crenshaw Ranch in some way—as heirs, hands, friends, or defenders of the family name. While gunfights are fast and dangerous, this is a game about loyalty, tough choices, and doing the right thing when the easy thing would be to walk away. Expect cattle drives, showdowns, feuds, and the slow work of building or breaking a legacy. This table favors cinematic action, strong character motivations, and frontier justice over dark cynicism or moral relativism. Think The Sons of Katie Elder, Rio Bravo, True Grit, McClintock! -- classic John Wayne-style films where reputation matters and courage still counts.

Game style

Roleplay Heavy

Meet the Game Master

5.0

(2)

Veteran
Published Writer
Teacher/Educator
Multi-lingual

5 years on StartPlaying

3 games hosted

Highly rated for: Inclusive, Teacher, Storytelling

Average response time: 6 hours

Response rate: 100%

About me

I started running D&D as a kid in 1984 with a battered boxed set from a rummage sale, my brothers, and a couple of neighbors. I kept playing through the Satanic Panic years (sometimes underground), and I’m still doing what I love—helping the dice tell stories. I’ve played and run a wide range of systems, including D&D, Star Frontiers, and Boot Hill. By day, I’m a high school teacher (History, Geography, Government, and French), and by night I’m a published novelist—so clear communication, strong atmosphere, distinct characters, and meaningful choices are at the center of every game I run. I often say there are two kinds of tables: those that play a game with a story attached, and those that tell a story with a game attached. I run the latter. My style is story-forward and roleplay-focused, with room for tactics, humor, and heroics—but always with character at the center. I aim for tables where everyone shares the spotlight, which is why I cap my games at 4–5 players. My tables are inclusive, respectful, and welcoming. I’m also beginner-friendly. If you’re looking for immersive stories, shared spotlight, and a GM who treats your character as part of the narrative—not just a stat block—I’d love to have you at my table.

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Character creation

Creating your character

We will create characters together during the session. Character creation is fairly quick in Boot Hill. Think about western tropes and come with a character concept in mind. I'll run you through the rest. If you happen to have a copy of the Boot Hill 3e rules (not necessary, by any means), feel free to use any of the standard character creation method listed.

What to expect

Preparing for the session

Create a free account on Roll20 if you don't already have one. We will be running the entire game there.

What Scott brings to the table

I aim to run games that feel cinematic, character-driven, and grounded in the setting. I use distinct NPC voices and strong descriptions to bring the world to life, and I often incorporate light ambient music to support mood and pacing. My focus is on immersion and storytelling rather than technical optimization. Combat in my games is fast, dangerous, and meaningful—especially in Boot Hill, where violence has real consequences. I don’t run combat for its own sake; shootouts happen when they make sense in the story, and most conflicts can be resolved through roleplay, planning, and good decisions. I lean toward the Rule of Cool when it serves the narrative, but I respect the rules and use them consistently so players understand the stakes. Clever ideas, strong roleplay, and taking risks in character are always rewarded, even if they’re not the most “optimal” moves. Above all, I try to create a table that’s welcoming, respectful, and collaborative. I want players to feel comfortable taking the spotlight, making mistakes, and shaping the story together. My goal isn’t to “beat” the players—it’s to give them a world that reacts honestly to their choices and lets them build memorable stories.

Homebrew rules

For the most part, I run RAW. A few of my tweaks include: -In character creation, I allow you to roll the scores for all of your skills and assign them as desired (that was you don't end up with a low fast draw skill if you had your heart set on being a gunfighter) -In fistfighting, I use my own knockout rule. In addition to being knocked out when Strength score reaches 0, a character may be knocked out with a punching roll of 20 (they get to make a strength check to resist this). -In brawling (wrestling, basically), I have a rule for called shots that I will explain if/when it comes up. Basically, it gives you a better chance to get a specific hold (say you want to put someone's gun arm in an arm lock) rather than relying solely on the random tables.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Scott creates a safe table

I will send a link to all players with my lines and veils document. All players will be made aware of the table lines and veils, though I will keep this anonymous.

Content warnings

Safety tools used

Frequently asked questions