title | aliases | tags | created | updated | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Game Overview |
|
|
2024-12-28 |
2024-12-28 |
Boot Hill is a Western-themed role-playing game designed to function in two ways:
- As a set of rules for man-to-man gunfighting action
- As an outline guide for setting up quasi-historical or fictional role-playing campaigns
- Players take on the roles of individual characters in the American Old West
- Can be played as one-off scenarios or as part of a larger campaign
- Focuses on gunfights, brawls, and other Western-themed actions
- Allows for both player characters and non-player characters (NPCs)
For implementation details, see [[../core-systems/ai-integration|AI Game Master Integration]].
-
Tactical Tabletop Play
- Each turn represents approximately 10 seconds
- 1 square/inch = 6 feet
- For combat details, see [[combat-rules|Combat Rules]]
- For weapon information, see [[weapons-chart|Weapons Reference]]
-
Campaign Play
- Gamemaster moderates time passage (days, weeks, months)
- Can zoom in for tactical play when needed
- For campaign guidelines, see [[campaign-rules|Campaign Rules]]
- Create characters by rolling for abilities
- Equip characters with period-appropriate items
- Set up scenarios or campaign situations
- Resolve actions using dice rolls and game rules
- Engage in gunfights, brawls, and other Western activities
- Progress characters through experience and survival
For character creation details, see [[character-creation|Character Creation Guide]]. For equipment details, see [[equipment|Equipment Rules]].
- Moderates game activity
- Creates campaign settings and scenarios
- Oversees all game actions, both on and off the tabletop
- Manages information and "behind the scenes" developments
For AI implementation, see [[../ai/game-master-logic|AI Game Master Logic]].
- Turn-based tactical combat
- Detailed weapon and range mechanics
- Brawling and gunfighting rules
- Wound and damage tracking
For combat details, see:
- [[combat-rules|Combat Rules]]
- [[base-numbers|Base Numbers Calculation]]
- [[observation-sighting|Observation and Sighting]]
- [[brawling-context|Brawling Rules]]
- Detailed character creation system
- Equipment and inventory tracking
- Experience and progression
- NPC interaction guidelines
For character details, see:
- [[character-creation|Character Creation]]
- [[equipment|Equipment Rules]]
- [[misc-characters|NPC Reference]]
The game is designed to be flexible, allowing for both structured scenarios and freeform play in a Western setting. Our digital implementation maintains this flexibility while adding AI-driven storytelling and automated rule management.
For technical details, see:
- [[../core-systems/combat-system|Combat System Implementation]]
- [[../core-systems/state-management|State Management]]
- [[../features/_current/inventory-interactions|Inventory System]]
- [[../features/_current/journal-enhancements|Journal System]]
- [[../meta/game-design|Game Design Document]]
- [[../ai/prompt-engineering/storytelling|Storytelling Prompts]]
- [[../planning/roadmap|Development Roadmap]]