We’re pleased to feature Kane Gilmour, who will be writing a Kaiju story for our Kickstarter anthology, Kaiju Rising: Age of Monsters II! Support the anthology here!
I grew up in the 1970s, and monsters were everywhere. Not the kind you read about today in the news, chaining children up in basements or charging dying people thousands of dollars for needed medications. These were the classic creatures of myth and legend, or spooky castles and forlorn forests. Fairytales and adventure stories. Black-and-white movie reruns on Saturday and Sunday afternoons, after all the cartoons or religious shows were over. Then came the monsters.
Okay, yes, sometimes it was a Tarzan movie, or Peter Cushing in The Hound of the Baskervilles, or more regularly it was a Chinese Kung Fu movie. While my older step-brother went outside to play street baseball or football, I stayed in, hoping beyond hope for Abbot and Costello to meet Frankenstein, or if I was really lucky, King Kong might make an appearance. Dracula was a favorite. As was the Wolf Man. But one creature was king on those weekend afternoons, and when Godzilla was going to be on, even my step-brother would stay inside and watch.
There was just something about the giant lizard monster destroying cityscapes, telephone wires, and tanks. Something glorious about the creature swatting an enemy with his tail or unleashing atomic breath on a particularly nasty flying foe (we’re looking at you here, Rodan). At the time, I just loved to watch those stories—even the ones with the somewhat slow-on-the-uptake and much reviled these days ‘Minilla,’ Godzilla’s awkward son. I was just the right age to appreciate him then.
Eventually I moved on to other things in the 80s and 90s, but I went back and watched all of the films from the Heisei and Millennium periods about ten years ago. But exactly what it was about Godzilla that drew me was never at the forefront of my consciousness. Not until 2013, when Nick Sharps asked me to write a short story for an anthology called Kaiju Rising: Age of Monsters. I had been preparing for a few years at that point to write a YA novel featuring kaiju (even before the Kaiju Thriller genre was born, by Jeremy Robinson stomping it into existence with Project Nemesis—which I urged him to write and ended up editing for him, as well). I only ever wrote about a third of my own kaiju book, and I’m still hoping to get back to it one day. But the point is, I had been actively thinking about kaiju and what makes the genre appealing to people.
I still didn’t have an answer when I wrote my short story for that first anthology, “The Lighthouse Keeper of Kurohaka Island.” But as we began to promote the book, it suddenly came to me. I’ve written a bunch of other things since that story, and my career has jinked and jagged in different directions. But when Nick asked me if I might be interested in contributing to yet another kaiju themed anthology, cleverly titled Kaiju Rising: Age of Monsters II (and which Nick jokingly suggested the publisher would call Kaiju Rising 2: Electric Boogaloo), I think he got the words “Dude, would you like to—” before I cut him off with a hearty “Hell, yes!” Because I had had fun with the first story. It was well received and reviewed. It even got reprinted in The Mammoth Book of Kaiju edited by Sean Wallace, and I loved getting paid twice for the same work. The publisher was great to work with and they paid me well and on time. (I had also worked with them again on a project that was a bit late, but of the same caliber of excellence, MECH: Age of Steel). Why wouldn’t I want to do another one? The books were fun, people liked them, and the people I worked with were professionals.
But another story meant thinking about kaiju, and their impact (no pun intended), and it meant throwing myself back into my fictional world I had created for the first story, which was the same world of my still-unfinished YA novel. Because I wanted this story to be a sequel of sorts to the first, but set in the modern day, whereas the first had been set in WWII Japan. Alana Joli Abbott, one of the two editors on this project, asked all the authors to think about some questions that we could use for promotion, and one of them was the key to it all. The same question I had come up with an answer to when promoting the first excellent Kaiju Rising anthology.
“What is a theme you identify with in big monster stories?”
Obviously, there are a lot of answers for many people. Mankind’s hubris. Mother Nature’s way of reclaiming things. Issues of who the real monster might be or examining the monster inside. Who is responsible for creating the monsters? Thinly veiled analogies toward nuclear weapons, kaiju as forces of nature or survival instead of malice, and so forth. The list goes on. But what I had come up with in 2013, and what I was reminded of when Alana asked the question is at the core of the appeal of kaiju, for me, and I think for all people.
It’s a primal recognition of and identification with the urge to destroy. We do it as very small children, before we’ve been taught better, before we’ve been shown that it’s better (and harder) to create than to destroy. But most of us can recall being little, and building a tower of blocks or LEGOs, or setting up a village of tiny toys. And we can remember pretending to be a massive creature and rampaging through our creation and knocking it all down. It’s a primal, and I think universal, experience. Even if you were too poor to have wooden blocks for toys, you might have built something with sticks and imagined the power of being much larger than a normal human. Giant sized. Kaiju. And then you crashed through things and destroyed them. I’ve travelled to over forty countries around the world and seen children in some incredibly squalid conditions. Even though many of them had surely never seen a Godzilla film, the toddler impulse to build and then destroy is everywhere.
Somewhere in our natures is the capacity to destroy, and when we are children, we are much closer to accessing that capacity, before our restraints are put into place by parents and society. We know it’s not right to destroy things, and most of us don’t do it in adulthood anymore. But the lure of the monster stomp is there, and we get to live out those toddler fantasies when we watch a Godzilla movie or read a Nemesis novel, or read a collection of giant monster tales from a gaggle of talented authors. We want to see the monsters crush things, but we also want to see the human-piloted giant robots halt their rampages in films like Pacific Rim or to have a benevolent monster intercede in a kaiju brawl—because we also know the destruction cannot go on forever. And we’d much rather imagine a world of destruction halted by heroic figures than to see the emaciated chained captives in basements or the smug faces of pharma-bros getting rich off the helplessness of the weak. Because those things make the toddler in us all want to go berserk and knock down all the blocks.
About Kane Gilmour
Kane Gilmour is the international bestselling author of The Crypt of Dracula. He has co-authored several titles with Jeremy Robinson and also writes his own thriller novels. In addition to his work in novels, Kane has had short stories appear in several anthologies and magazines, and he worked on artist Scott P. Vaughn’s sci-fi noir webcomic, Warbirds of Mars as well as on Jeremy Robinson’s comic book adaptation of the novel Island 731. He lives with his significant other, his kids, her kids, and three dogs in Vermont. He’s thinking of buying a farm to house them all. Visit him online at: kanegilmour.com.
About Kaiju Rising: Age of Monsters II
A few years ago, Kaiju Rising: Age of Monsters smashed onto the book scene, collecting stories from some of the best writers of monsters in the business. Now, the age of monsters continues on with the follow up anthology, Kaiju Rising II, featuring stories from authors like Jeremy Robinson, Marie Brennan, Dan Wells, ML Brennan, Jonathan Green, Lee Murray, Cullen Bunn, and more! If you love movies like Pacific Rim, Godzilla, and Kong, you won’t want to miss it. Support this anthology from Outland Publications on Kickstarter now, keywords Kaiju Rising.
We’re pleased to feature Lee Murray, who will be writing a Kaiju story for our Kickstarter anthology, Kaiju Rising: Age of Monsters II! Support the anthology here!
When editor N.X. Sharps approached me last year to commission a story for Kaiju Rising II, I assumed it was because he’s been a fan of my military fiction novel, Into the Mist. A kaiju tale of sorts, it’s a story of a group of scientists and civilians who journey into the East Cape’s misty Te Urewera mountain ranges where they encounter a primordial monster, one which features strongly in New Zealand legend and culture. For me, it was the perfect set-up for lots of bloody, monstery action, set among the gnarled beeches of our native forest, and calling on local living mythology. But as an editor myself, I know putting together a kick-arse anthology isn’t just a case of collecting stories which reflect a particular theme—in this case, colossal monsters on the rampage—you also need a good balance of stories. To that end, I asked Nick if he was looking to me to provide some New Zealand flavour.
“Some NZ flavor would be awesome!” he replied. “Definitely, some of that, please.”
Lucky for me, New Zealand simply oozes atmosphere. Perhaps it’s because darkness and danger lurk just beneath the surface of our every day. As my Hounds of the Underworld co-author, Dan Rabarts, put it recently:
“That underlying current of creeping dread is a part of [New Zealand] life. We live on a string of major fault-lines, on the spines of any number of volcanoes, surrounded by violent and unpredictable oceans and everything they bring with them, including regular floods, cyclones and tornadoes. We live with a constant sense of isolation, both in our rural and suburban communities, and even within our own neighbourhoods.”
And it seems even looking in from the outside this omnipresent foreboding is evident, with American scholar William Schafer observing that “a common cultural link between Pākehā [non-Maori] and Māori is a belief in the hauntedness of the landscape, the sense that Aotearoa New Zealand is a land of sinister and unseen forces, of imminent (and immanent) threat, of the undead or revenant spirits.” (Schafer, 1998).
Well, that sorts that, then. All I needed to do was look to the landscape for my inspiration. I chose my childhood home, a small township perched at the edge of a crater on shores of Lake Taupō. A quiet place in the winter months, Taupō is a tourist destination, attracting thousands of visitors every year. They come to visit the mighty Huka Falls, the steamy Craters of the Moon, the evocative Mine Bay Māori rock carvings, or stay a night or two in the sleepy little hamlets that line the edge of the lake. These iconic landmarks would be the backdrop for my story.
And as for the monster? Which oversized creature or spirit might rampage across the pages? A giant golem? A basilisk? Something more traditional?
Despite Peter Jackson’s best efforts to introduce elves and dwarfs, New Zealand hasn’t been readily settled by the pretty fairy folk of Europe, something that 19th century Scottish poet, Alexander Bathgate, lamented in his poem, Faerie:
Our craggy mountains steep are full of fear –
Even rugged men have felt their awful spell.
Yet lack they glamour of the fairy tale,
Nor gnome nor goblin do they e’er recall,
Though Nature speaks, e’en in the wind’s sad wail.
But Bathgate is right, because down here in Aotearoa, Nature does speak, and through a host of local folk creatures all associated with the landscape. I looked to New Zealand’s mythology to find them. There are the kahui-tipua, bands of cave-dwelling shape-shifting ogres, who hunted with packs of two-headed dogs. The first to occupy the South Island of New Zealand, the kahui-tipua were “giants who could stride from mountain to mountain and transform themselves into anything animate or inanimate.” (White, 1911)
There are the porotai, two-faced beasts conjured from both flesh and stone. There are manaia: creatures that are part-bird, part-serpent and part-man, who carry messages to the living from the spirit world. And then, of course, there are the water dwelling taniwha, man-eating lizard monsters, that can be benevolent or evil as the whim takes them.
But we mustn’t forget New Zealand’s natural fauna, almost kaiju themselves, species which roamed the land, swam in our seas, and inhabited our skies. Take, for example, the giant moa with its deadly ratite claws sufficient to disembowel a man with a single swipe, now hunted to extinction; the shy colossal squid, which still haunt our waters and whose brethren leave their calling cards on our beaches every now and again, or New Zealand’s Haast eagle, Te Hōkioi, the heaviest eagle species ever described, weighing up to 17.8kg (40 pounds) and with a wingspan of up to 3 metres (10 feet), and talons the size of a tiger’s.
So, which monster did I choose? If you want to find out, stop by the Kickstarter and pre-order yourself a copy. Suffice to say, for Kaiju Rising II, I was able to dredge up a revenant kaiju from the landscape itself, and from deep in the heart of New Zealand’s conception mythology.
William Schafer (1998) Mapping the Godzone.
John White (1911), Ancient History of the Maori, Vol. III., p. 124
About Lee Murray
Lee Murray is an award-winning writer of fantasy, science fiction, and horror. She lives with her family in the Land of the Long White Cloud where she conjures up stories for readers of all ages from her office overlooking a cow paddock.
KANSAS, UNITED STATES (26th April, 2017) —
On the 26th April, Ragnarok Publications will launch a Kickstarter campaign for a reimagining of Warlock 5. Originally created by Gordon Derry & Denis Beauvais, Warlock 5 was published by Barry Blair, a Canadian comic book publisher, artist and writer, known for launching Aircel Comics in the 1980s. CULLEN BUNN and JIMMY Z JOHNSTON co-write this relaunched fantasy adventure while JEFFREY EDWARDS takes on the artwork with colors by ANDY POOLE.
The campaign seeks to fund the reinvention of this classic fantasy masterpiece, full of rivalry, betrayal, magic, dragons, and killer robots. The goal is to create a 60-page full-color original graphic novel with an entrancing action-packed narrative that will please both newcomers and fans of the early series.
This project is part of The Barry Blair Library, which provides a collection of approximately 300 issues and over 6000 pages of content collected from over a half-dozen publishers that Blair worked on through the 1980s and 90s. Prepare yourself to read works such as “Blood N Guts“, “Demon Hunter“, “Dragonring“, “Elflord” and “Gun Fury” for the first time in digital format.
Cullen & Johnston keep the story faithful to Blair’s work, while Edwards illustrates the most exhilarating multiverse scenes, all brought to life by Poole’s colors.
The new Warlock 5 series is something every comic fan will want.
# # #
Ragnarok Publications, founded in 2013 by Joseph Martin and Tim Marquitz, publishes genre fiction and has released about 50 titles from dozens of authors. They specialize in genre fiction and can be reached at www.ragnarokpub.com. Outland Entertainment was founded as a creative services company in 2008 by Jeremy Mohler. Since then, Outland has worked for a wide variety of clients across the world. Outland specializes in assembling creative teams and managing projects. Contact them via their site form or go to www.outlandentertainment.com. For more information, contact Gwendolyn Nix at email@example.com or Susana Grilo at firstname.lastname@example.org
A lot has changed since the last time we spoke. Matt Forbeck has worked closely with Robert Schwalb to finish the first draft of the S&S RPG manuscript. With around 180,000 words and a little over 300 pages long it seems it’ll be one of the biggest game books of the year.
Let’s find out what they’ve exactly been up to while working for the upcoming Roleplaying Game based on Forbeck’s IP Shotguns & Sorcery.
Matt, could you explain to us how it is to transform a universe you made famous in novel format into an RPG?
It’s fantastic fun. The world of Shotguns & Sorcery actually started out as an RPG setting in my head, although the world first got to see it in fiction, so it’s a real thrill to watch it develop into a full-blown RPG.
Was it an organic process?
As organic as anything can be that comes from people typing at each other. For me, it felt very natural. I started out as an RPG developer over two decades ago, so working on another RPG again felt like coming home.
What exactly was your job on this specific part of this big venture?
I wrote the background for the book and supplied all of the details about the world. My pal Rob Schwalb did all the heavy lifting with the rules, while Outland’s CEO Jeremy Mohler is creating all the art.
What was the biggest challenge or even obstacle you found?
It’s been a while since I wrote the Shotguns & Sorcery stories, so I actually had to back through and read them, taking notes as I went. This gave me all sorts of ideas for new material for the setting, but it’s kind of odd to study something you once wrote.
Did you have to compromise a lot? Did you feel like the S&S characters and universe had to change a lot to fit the RPG model?
Not much at all. As I mentioned, I originally developed Shotguns & Sorcery as an RPG setting, so bringing it back to its roots left it fairly well intact.
Did the results so far assume the form you wanted?
So far, I’ve been thrilled with every part of it. I can’t wait to see the finished book. There’s nothing quite like holding a book like that in your hands.
What is it that you’re most looking forward to show the audience as soon as the RPG is available?
Jeremy’s artwork. It’s really going to breathe new dimensions of life into the world and draw players right into it.
Can you give us any scoop on a favorite character, magic, cypher…?
I really like what Rob did with the cyphers overall. That’s something new to Shotguns & Sorcery, and he made it fit well.
Any future plans regarding this I.P.?
After re-reading all the books, I have ideas for lots more Shotguns & Sorcery stories. I don’t know when I’m going to get to writing them, but hopefully soon.
Thank you, Matt! We can’t wait to delve even further into the Shotguns & Sorcery‘s Universe!
Stay tuned for Robert Schwalb’s interview comming to you on April 27th!
The new series of ELFLORD is coming to Kickstarter Tomorrow!
Barry Blair’s fantasy baby is growing into an insanely action-packed new comic book series from Outland Entertainment.
Written by Mat Nastos – who worked closely with Barry Blair to start this new series – and featuring artwork from Tony Vassallo, this project is part of Outland Entertainment‘s venture: The Barry Blair Library .
Outland Entertainment will provide a collection of approximately 300 issues and over 6000 pages of content collected from over a half-dozen publishers that Barry worked on through the 1980’s and 90’s. Prepare yourself to read works such as “Blood N Guts“, “Demon Hunter“, “Dragonring“, “Elflord” and “Gun Fury” for the first time in digital format.
But we want to go further and continue Barry Blair’s legacy, hence the new ELFLORD series crowdfunding campaign. We want to give YOU – the ultimate Barry Blair fan – and also YOU – who just read his name for the first time – the chance to (re)discover his works and be amazed by the kickass new series he has inspired.
Mat Nastos Kickstarter-exclusive Variant Cover to Elflord #1. Colored by Jeremy Mohler.
Mat Nastos keeps the story faithful to Blair’s work, while Tony Vassallo illustrates the most exhilarating battle scenes all brought to life by Sian Mandrake‘s colors.
The new ELFLORD series is something every comic fan will not want to miss!
So mark your calendars: the campaign starts this Tuesday, the 16th June.
Tell your friends! And while you’re at it, share it with everyone you know!
Before I purchased my first miniature, my concept of tabletop RPG “bling” was best evidenced by my collection of gaming accessories. With a total value of $4.62, this collection consisted of four items: an 80-page college bound spiral notebook, with several pages of unfinished homework in the front; a yellow #2 pencil, with a complete set of dental imprints; and a set of polyhedral dice, minus the d12. It was with this paltry arsenal that I marched– uphill both ways, to the best of my recollection – into my earliest gaming sessions.
Perhaps this is why the sudden acquisition of 162 unpainted miniatures came as such a shock.
Finding oneself buried in an avalanche of miniatures isn’t an overnight phenomenon. Having traded my collection of Magic the Gathering cards – their value today, I don’t care to think about – for a box full of tattered rule books and modules, the concept of using miniatures didn’t exist for me until 1991. That was the year I purchased the Dungeons & Dragons Black Box (my first store-bought RPG). Filled with a collection of stand up paper miniatures and a full-color map, it was somewhat of a short-lived revelation. While it provided some opportunities for tactical combat, it had limited use beyond a few short sessions.
While my first encounter with miniatures was lackluster, my second was awe-inspiring. Delivered into my subconscious through a full-page advertisement in Dragon magazine, this was the first time that I had heard of Dwarven Forge (Master Maze at the time). Fortunately for me at the time, painted resin terrain wasn’t something that I could purchase, even irresponsibly (despite a generous on-and-off allowance). The advertisement faded from my memory well before I had disposable income to waste (That’s a figure of speech. It isn’t a waste, it is awesome.).
Then Dwarven Forge had their first Kickstarter campaign.
I’ve been fortunate enough to be able to purchase two “Dream Toys” from my childhood. The first was a high-end Traxxis radio-controlled car. The second was Dwarven Forge terrain. Since I didn’t own any miniatures at the time, the second came with an (extremely) bourgeois, (embarrassingly) first-world problem… which brings me back to the sudden acquisition of 162 unpainted miniatures, and the fact that I’ll need to learn how to paint miniatures.
Since the Reaper Bones 2 Kickstarter is responsible for the sudden influx of of miniatures (that’s right, it is Reaper’s fault, not mine), I’ll be starting with advice from their website on supplies, and painting advice from someone who survived the first Bones Kickstarter. I’ll be compiling a collection of other resources, from tutorials to painting services, from the perspective of a complete beginner here as I attempt to paint, purchase, or otherwise procure a collection of miniatures for my Dwarven Forge terrain.
So last October, I came across an ad looking for an art team for a new comic project called Dark & Day: Soldiers & Knights. Little did I know when I reached out just what a really cool project this was.
Here’s the basic premise –
A distant future Earth is now split into permanent Ends of night and day. The night/Dark is a culture of machines, technology, soldiers and logical science (science fiction style). The Day is a culture of magic, mythical creatures, knights and belief in wonder (fantasy style). Both sides fear the other and want to protect their people and their way of life.
Jake Grey, the creator, and I started talking and he began to share some of the concept art for the project he’d already developed and scope of the world started to come into focus. I was really floored. If I hadn’t been sold on the premise alone, seeing it brought to life and getting a sense of where Jake wanted to take the project really brought it all home. I knew that this had to be an Outland project.
You can read more about the project and see more art samples over on the project page.
Jake is also currently running a Kickstarter to help fund the next book of the project. You should go over and check it out and help fund the project!
Check out the project and help fund it!
Press Release: Shotguns & Sorcery RPG Kickstarter Campaign with only two more days till finish
FOR IMMEDIATE RELEASE
SUMMARY: Shotguns & Sorcery RPG broke through six stretch goals and only has two more days to go.
DECEMBER 30, 2014, KANSAS, UNITED STATES — With just two more days left in its Shotguns & Sorcery RPG Kickstarter campaign, Outland Entertainment is proud to report that the drive funded in under a week and swiftly broke through six stretch goals. The entire drive ends at 9 PM CST on January 1, 2015.
“I’ve been blown away by the support from both fans and backers. Thank you all so much. I cannot wait to have this game in your hands!” stated the award-winning author and game designer Matt Forbeck.
This tabletop roleplaying game based upon Forbeck’s fantasy noir novelshas a 320-page core book with 40 pages of full color artwork. In addition, there are also a 64-96 page Players Guide, 20 Full-Color Printable Character Cards and a 64-page Monster Folio.
“The response from the gaming community has gone above and beyond what any of us expected and we’re extremely grateful for the trust you have all shown us. We truly appreciate it!” said Outland Entertainment’s CEO and S&S RPG illustrator Jeremy Mohler.
During these two final days there are still a number of stretch goals available, such as a 32-page S&S adventure, a 5-page comic from Forbeck and Mohler (to be included in the core book), and 10 more monsters to add to the Monster Folio.
Backer are still rushing to make sure theyget to be part of the first third-party standalone game to use the rules system featured in Numenera, The Strange, and the recently announced Cypher System rulebook from Monte Cook Games.
We would like to thank everyone who has supported this project so far, by backing it and sharing it on their blogs, social media feeds, news sites, and podcasts. With one final push and your continued help, we will ring in the new year with a triumph!
Visit the Shotguns & Sorcery RPG campaign page for more details.
The big day is here!
We’ve been working on this for months and we’re excited to announce the launch of the Kickstarter for the Shotguns & Sorcery RPG! This is your chance to help us fund the project and publish it, not to mention get your hands on the game itself.
There are a lot of incredible things happening with this – first off, Matt Forbeck, the creator himself, will be handling the majority of the writing chores on this. And to round out the writing team is amazing game designer Robert Schwalb to help integrate the rules system. I don’t think we could have possibly found a more amazing team!
We’re also the first third-party publisher to license the Cypher System from Monte Cook Games, which just by itself is pretty amazing. We’re really excited to be working with MCG and integrating the Cypher System with Matt’s setting.
This is also going to be one of the first books I’m fully illustrating myself! I can’t wait to dive into the work.
We’re also revealing the full color version of the cover as well – full art by me. Check it out below –
Here is some information about the project as well –
Outland Entertainment wants to make it possible for others to explore the fantasy noir stories of author Matt Forbeck’s Dragon City through the Cypher System, the game engine behind the Origins and ENnies Award winning games Numenera and The Strange. Whether you are playing as your favorite character or unraveling their mysteries for the first time, this hardcover, 300-page core book with 20 pages of full color artwork includes all the rules for game play, allowing you to explore Dragon City and its outskirts as never before.
Shotguns & Sorcery will be the first third-party standalone game to use the rules system featured in Numenera, The Strange, and the just announced Cypher System rulebook. You don’t need to purchase any other books to play.
In a way, this is full circle for Matt and Monte. They first worked together back in 1990 on one of Monte’s first assignments as the Hero System editor at Iron Crown Enterprises, editing Matt’s Western Hero sourcebook. We’re extremely excited to have them joining forces—even indirectly—again!
We also have acclaimed game designer Robert Schwalb on board to help integrate the Cypher System seamlessly with our setting! Robert came to us highly recommended by both Monte Cook Games and Matt. In fact, readers may recognize him as a contributor to the Numenera Character Options and Technology Compendium: Sir Arthour’s Guide to the Numenera. He also has years and years of experience working on Dungeons & Dragons, A Song of Ice and Fire Roleplaying, Warhammer Fantasy Roleplay, and his upcoming Shadow of the Demon Lord. We’re extremely fortunate to be working with such talent!
Let us know what you think about the project and please, help us fund it!
Press Release: New Shotguns & SorceryTM RPG to Feature MCG Cypher SystemTM
FOR IMMEDIATE RELEASE
SUMMARY: Matt Forbeck’s upcoming Shotguns & SorceryTM roleplaying game will be the first to license the new Cypher SystemTM from Monte Cook Games. The innovative tabletop game will be funded through Kickstarter beginning Tuesday, November 18th.
TOPEKA, KS, NOVEMBER 15, 2014, — Monte Cook Games, LLC, is pleased to share in the announcement that the new Shotguns & SorceryTM roleplaying game is the first to license the Cypher SystemTM. The Cypher System is best known as the game engine behind Numenera and The Strange. Monte Cook Games developed the new rulebook to be used with unlimited settings. “We’re really excited to share in this announcement and help unveil the Shotguns & Sorcery RPG to the world,” said Charles Ryan, COO of Monte Cook Games. “The team Outland has put together—particularly Matt, Jeremy, and Rob Schwalb, who’s done excellent work for us on Numenera, is going to result in a creative and wonderfully fleshed-out realization of the S&S world, and we’re really proud to see it powered by the Cypher System!”
The Shotguns & Sorcery roleplaying game is based on the acclaimed fantasy noir series by Matt Forbeck. The award-winning author partnered with Jeremy Mohler of Outland Entertainment to adapt the novels into an RPG setting. “I couldn’t be more thrilled to be able to use the Cypher System for our game,” Mohler said. “MCG is known for the quality of their games, and we’re honored to be one of the first to develop a game using their amazing rules system.
Robert J. Schwalb is the game designer for Shotguns & Sorcery. He is a writer in the roleplaying game industry best known for his work on Dungeons & Dragons, A Song of Ice and Fire Roleplaying, and Warhammer Fantasy Roleplay. Schwalb recently expressed his enthusiasm for the new roleplaying game. “I’m super excited to be working on this project. Not only am I a big fan of Monte Cook’s Cypher System, I also adore the world Matt Forbeck created.”
For more information about the new Shotguns & Sorcery roleplaying game, see the original announcement, check out the Kickstarter preview to launch on Tuesday, November 18th, or visit Forbeck.com and outlandentertainment.com.