Monday, September 29, 2025

GURPS: Old West, Adventure Ideas

Yee-haw! Today, we are rustlin' up adventures and adventure ideas from a few different Western-themed RPGs and converting them all over to GURPS. There is a severe shortage of stock, no high-falutin' magic, none of that supernatural mumbo-jumbo, rough and tumble Western adventures, but there is gold in them thar hills if you know where to look.

So we are looking for Wild West adventures with no magic, and they don't have to be for GURPS. They just need a plot, characters, situations, and an adventure progression. A great campaign starting location is also a massive plus for our adventure cattle drive. We will do all the converting to GURPS ourselves; getting our hands dirty down here on the wagon train isn't anything new to us 3d6 cowboys.

The fact that I started this roundup with the classic Boot Hill meant something. Well, there are five solid adventures for that system, y'all can throw a lasso around and round up for your Old West adventure collections. These also have the advantage of being free from all that hocus-pocus magic and weird west tomfoolery, and they are a straight-shootin, rootin-tootin good time.

Now, Mad Mesa here is a solo adventure! This means you can create yourself a GURPS 4th Edition cowpoke, saddle hand, saloon gal, vagrant, cattle rustler, bank robber, or some other man with no name and run him or her through this adventure all by your lonesome! You can read the entries, make your choices, and perform minimal conversions to make all this work according to GURPS rules.

Heck, rustle up a free copy of GURPS Ultra Lite (GUL) if you wanna create bad guys for your six-gun to blast at! This is right fine for creating NPCs as well, and even vamints like wolves and rattlesnakes can be quickly thrown together using this little book of guidelines. This works seamlessly with the full GURPS rules, and will get you quick stats for any character in this here solo adventure, or any of these other adventures you rustle up.

I hear you saying, Prove it! Alrighty, here's my GUL rattlesnake for ya, using three levels as my base:

  • ST: Weak (8 HP, d6/2 damage)
  • DX: Agile (12)
  • IQ: Dull (8)
  • HT: Hardy (14)
  • Rattlesnake Skill: 2 levels (+8)
  • Rattler Poison: 1 level (+4)

Wut? Reading GUL, that rattler will attack at a -6 for a skill that needs training, so that blasted snake in the grass's base attack will be DX + skill - 6, or doing the math we get: 12 + 8 - 6, or a 14- to-hit. Pretty dangerous! It doesn't do much damage (d6/2 + 2), but the poison is where it gets you.

I used a skill level to give that varmint a special ability for rattler poison, which I am sure you could find in one of the GURPS bestiaries, but I treated it like a skill here for a quick-and-dirty pick. If a creature has a special attack or ability, treat it like a skill and throw a level or two at it. Note: Use a contested roll with the skill level for poison creature HT + skill - 6 versus character HT, which is 14 + 4 - 6 = 12- on a contested roll.

Yes, skills can utilize any ability, and even multiple ones, such as a giant spider with a web attack that has a to-hit based on DX and an entanglement level based on ST. And skill levels can be used to buy creature special abilities, attacks, and defenses. Damage? Use the STR table for the ability, plus levels of skill.

Of course, that snake is dumb as a box of rocks, so you could distract it by tossing a river stone past it and watching it snap at it, and that may give you a chance to bean that scaley viper with a camp shovel. Just remember to skin the thing for meat and its hide; the town trading post may give you a few buffalo nickels for that.

That rattler works with the full GURPS rules, too! And your players will be none the wiser, you are building these with the quick ruleset and not flipping through books to find this critter. This will mean faster play, a still true-to-GURPS experience, and using a supported and official system to guesstimate NPC and creature statistics. Guesstimate is one of those words that those folks from Philly use, and it means to spit in the wind and get a hankerin'.

If yer' not using GURPS Ultra Lite fer' your games, you are doin' a whole lotta work you don't need to be doin. Most NPCs and critters don't need to be designed using a fancy character sheet program, and these rules we got in this one-page game work just fine for 95% of anything you need.

Want more proof? Here's my GUL grizzly bear, and I will use five levels since these are supposed to be very dangerous predators of the wilds:

  • ST: Very Strong (18 HP, 3d6 damage)
  • DX: Agile (12)
  • IQ: Dull (8)
  • HT: Hardy (14)
  • Grizzly Skill: 2 levels (+8)

Woo doggy! That grizzly attacks on a 12 + 8 - 6 = 14- but does a whalloping 3d6+2 damage per hit.  This is a massive, legendary bear; for normal ones, I could do one less level of ST for 2d6+2 damage and 14 HP, and up the DX by a level.

Wait one second! You designed a rattler and a grizzly using the same GUL design system, and did it in less than a minute? And these work well enough with the main rules; no one knows the difference? That's faster than flipping through a 5E Monster Manual and taking 30 minutes to read a whole stat block! People who say GURPS is too complicated are full of hogwash. Making NPCs and monsters in GURPS is easier than 5E, B/X, or any other game on the market.

In fact, GUL is the key to quickly playing and converting these adventures on the fly, with a minimum of fuss and reference. Yes, if you have the GURPS Bestiary and want to run a full rattlesnake, be my guest, but this works just fine for our needs.

Pardner, I ain't doin' any more work than I have to so I can run these here Old West adventures, nor does having perfect stats matter all that much. Just look over yonder at D&D-land; they keep changing their monster stats every five years for the last fifty.

We got Mad Mesa, The Lost Conquistador Mine, Ballots and Bullets, Burned Bush Wells, and Range War for a complete campaign of adventures to play with GURPS Old West and the 4th Edition rules. You will get a decade of campaign gaming out of these five adventures alone, and they are worth checking out.

Some of these are right excellent campaign starters and home bases in their own right, with Ballots and Bullets featuring a small city as its home base of operations. While you can play through the main adventure, creating linked adventures for an epic campaign set in any one of these adventures would fill out a whole pickle barrel of adventure time for your cowpokes.

BH4 and BH5 are from the third edition Boot Hill, but they are still fine additions to your Wild West adventure library.

If I were looking for adventures and campaign starters, you couldn't get any more classic and good old-fashioned clean fun than these classic Boot Hill adventures. The old game's rules are so simple that they don't take up too much of the book, and you can just drop GURPS right in and make your own stories with one of the best generic universal role-playing games this side of the Rio Grande.

https://www.amazon.com/Definitive-TV-Western-Collection-Television/dp/B003ANP8CO/

Another downright mother lode of adventure ideas is any of these huge DVD collections featuring westerns, cowboy TV shows, and all sorts of rough-ridin' adventures. Sure, you've got to mess with those old-fashioned "movie disc" thingies, and maybe round up one of those movie disc players. If y'all can operate a remote and hook up one of those HDMI cables, you are gonna have a good time.

The quality won't be like a new-fangled 4K masterpiece, since some of these shows are as old as the hills, but all the work is gonna be done for you when you pop in a disc and turn an episode of some random TV show into a GURPS adventure idea.

Those writers from the golden age of Hollywood, creating these "moving pictures," will probably be tickled pink that you are reusing their plots and stories for your "silly dice games." And these TV shows are so old; none of your players are going to know better. Use the GURPS Ultra Lite system and create characters, no good outlaws, and critters from the stock footage included in these films, and you will have some right good gaming.

And if you can't get your hands on this, there are loads of 10 and 25 Western movie collections to get your grubby hands on, and you can score them used or dirt cheap at places like Oldies.com.

https://www.oldies.com/Western-Movies/collection.cfm

What is this? A place you can pick up Western TV shows on DVD for as cheap as $2 per disc? And the Blu-rays are $4 each? I will stop trying to sell you things now, and I won't be getting any money for it. However, deals are available, and there are some amazing collections and affordable discs to own. If you are a fan of the genre, you will love having these to enjoy. 

Additionally, physical media remains a viable option in an age of streaming services, where content can be easily taken away. People have lost entire libraries of films they thought they owned forever.

Popping in a TV show or movie you never saw in your favorite genre is a far better experience than YouTube or random scrolling to find entertainment. Plus, all these do qualify as adventure ideas, NPCs, locations, and scenarios for you to use in your games.

Other western games are hit and miss for adventures, such as the 2d6-based Rider and the Hero System Western Hero (WH). The WH game does have a 44-page section in the back with campaign information, a few scenarios, and adventure seeds, so this is still a worthwhile idea book for creating period adventures using Western tropes. This is not as useful a book as the Boot Hill adventures, which I recommend getting first, but it still has a few good bits in the campaign section, as well as maps of trains, buildings, houses, and other period locations.

Rider has a dozen pages of basic information on adventure creation, along with the familiar act structure. Most of the book is 2d6 rules and careers, so it is not as useful as adventures written for the genre. This is not as helpful for GURPS referees and is more akin to a 2d6 version of the Cepheus Engine, designed for playing Wild West games.

The book is enormous; most of it consists of 2d6 rules, but there are some nice d66 charts for encounters, patrons, and rumors. I wish there were more charts for creating solo adventures, plots, factions, and other Wild West scenario pieces. This one is not as useful, but it is still an interesting game. Western Hero is the better buy.

I know I am done selling things, but this is another book in my collection. There are times when beautiful coffee table books, like the one above, inspire me. Just looking at the illustrations, pictures, and reading the stories is worth more than a written adventure, film, TV show, or a game designed to cover the subject, but you need that extra thing to make it feel real to you.

The Old West is more than "playing generic fantasy" and spinning up cowboys to shoot things. It is a love of the genre, the tropes, being a part of a massive sweeping change, and those frontier stories of seeing the last open expanse on Earth being settled. This wasn't just "them 'mericans" doing the settling, either; this was the entire world flooding in as immigrants, the European powers, banks, and the crushing power of the world moving in on a massive land rush for what would become a nation.

But in this grand, sweeping, oil painting of moving West, one you would see on a saloon wall, there are moments for personal stories, struggles to survive, tales of souls fallen to evil, lawmen and those who bring justice, pioneers, settlers, trappers and hunters, wagon trains, cattle drives, saloon gals, railroad workers, share croppers, townsfolk so poor they lived in dirt hovels and sewed clothing out of burlap sacks, farmers, ranchers, investors, schoommarms, cowboys, marshals, bandits, and so many others living a dream in a grand experiment and moment in time that did not last forever, but left its mark on us all.

Playing an Old West game is more than simulating a cowboy movie or screaming yee-haw!

It is about a more profound love of the genre, of this being a uniquely "American fantasy" with legends, myths, stories, giants, gunfights, and a mythology all its own.

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