Promise, El Dorado

A Wild West Campaign

Part One - The Introduction

by Mark Mccall

Setting:

The year is 1876, the place a very small town called Promise, in the County of El Dorado on the border with Mexico, in the State of Texas. The war with Mexico has just finished with the annexation of Texas, California and New Mexico. However there are still some Mexicans who still seek revenge. Meanwhile, on the Plains, the Indian Wars continue with Sitting Bull and Crazy Horse leading the Sioux into many battles.

Here, on the border with Mexico, a small town called Promise has sprung up where the railroad, Southwest Cattle Run and a ford across the Rio Grande meet. With only a population of 100 souls, much sweat and blood has been spilt to turn a few log cabins into a main High Street. The three cattle ranches Bar-K, Orange-T and OK, lie along the lush north bank of the Rio Grande and provide the town's main resource: cattle.

The town itself is run by the Mayor, Glen Hawkins who also owns the finest hotel in town, The Grande. The towns only saloon, The Black Widow, is owned and run by "Rowdy Joe" Lowe, a man of questionable background but who nonetheless keeps the place in order. The town is fortunate to have a railroad station and a telegraph office. A train passes through once a week, alternately eastbound to Jefferson City (1 weeks ride)and westbound to Drybush (4 days ride). A weekly Wells Fargo stage coach runs through the town before crossing the border into Mexico.

The town's Sheriff John Whine, keeps the locals in order. Most trouble comes from those passing through, either to Mexico or west down the track to work the railroad or seek their fortune. But recently there have been rumours of a loose collection of men outside the law making a 'home' in the canyons of the Blackridge Mountains.

The dry and barren Badlands lie to the north, a home only to the large Mesas which rise from the heat and dust of the plain. Except for the annual Southwest cattle drive which crosses the Badlands, the only people who venture there tend to have two characteristics: foolish and dead.

Despite the Indian unrest across the State, there exists to the north east of Promise, one of the first Indian Reservations, Highwater. The reservation is run by an old and wise Apache, Chief Running Bear, who has so far prevented the younger warriors from taking up arms and joining Sitting Bull.

The survival of the town depends upon its ability to attract new residents. Therefore, it is in the interest of the Mayor and townsfolk to maintain a good level of law and order, job opportunities and make it a pleasant place to live.

But sometimes life just ain't that simple.....

Game Mechanics:

There are initially places for six players who will control six members of their 'family', all of varying ability. These are:

    Bar-K Ranch, Orange T Ranch, OK Ranch, Mayor Hawkins and his townsfolk, Sheriff John Whine and his Deputies and the gang of nasty men in the mountains.

Each player has different objectives based upon their "raison d'etre". These objectives are kept secret from each player. The skills are divided amongst their 'families' by the owning player in the initial set up as are the layout of their ranches, the backgrounds and relationships of the characters. These skills can be enhanced, or worsened, during the course of the game by events, outcomes, and umpire awards for good, in character, gaming. The relationships between the players is of course up to themselves although the family leaders must join together on the table to make deals.

However, the main component of the game is the town's population. It needs to rise to be successful. Too few and it becomes a ghost town.

Game Turns:

The turns are based upon a month. Events can and will of course happen during the month and will have a bearing upon the population and income of the town at the end of the month. Too much lawlessness and the town is not attractive to settlers and might attract the attention of the Federal Marshals. Too many opportunities for wealth and good living can attract land barons and other undesirables.

Promise Town:

The town will function as much as possible as one would expect. Provisions, weapons etc. will have to be bought at the stores. Incomes are generated through work, trade or stealing! As the population hopefully expands, so too will the town. Umpire controlled events will take place and the umpire will run the campaigns NPCs or a player unconnected with that particular scenario will be invited to play them.

Money:

As expected, the game play will tend to revolve around money: whose got it, who hasn't and how can the wealth be redistributed (good old communism!). Therefore, the campaign will use actual 'money'. Supplied by the umpire, this money will have to be allocated to each character, lodged in the bank (or under the mattress) and will have to be physically passed to other players or the umpire in actual transactions. No money, no effect. Characters die without food and water!

The Good, the Bad and the...:

Each characters actions for good or for bad will affect his standing in the community. This will affect his dealings with NPCs (try getting a bank loan) and with other players. However, the players themselves will not know their exact standing or reputation, until the wanted poster goes up or they get nominated for President !


Back to Frontline Vol. 1 Iss. 1 Table of Contents
Back to Frontline List of Issues
Back to MagWeb Master Magazine List
© Copyright 1998 by Rolfe Hedges
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com