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!
And how about “Matt Forbeck & the Games Universe”? From collectible card games to RPGs, passing through miniatures and board games Matt Forbeck has done it all.
Your love for games started when you were very young, as you’ve shared with us. Could tell us what gave you the definite push towards working on the gaming industry?
I grew up in southern Wisconsin, which meant that I got to meet a lot of the people behind Dungeons & Dragons and other games at an early age. I first met Gary Gygax at a convention in back in 1982, and I went to my first Gen Con —which was at UW-Parkside in those days—later that year. That helped me fall in with the right crowd of people: folks that love games and want to make a living by creating them for other people.
You started working at the Games Workshop, in England, and then continued non-stop, from co-founding your own company – Pinnacle Entertainment Group – to working for Ubisoft last year.
In this journey through the gaming world what obstacles did you face?
In the beginning, I didn’t make much money at it, but I kept going at it anyhow. My girlfriend at the time paid my rent for my birthday and Christmas in my first year of freelancing. But each year it got better and better, and eventually it turned into a career. I kept waiting for it to all wash away, but it never did.
What led you to co-found Pinnacle Entertainment Group?
My pal Shane Hensley flew me and Greg Gorden down to his place in Blackburg, Virginia, to show us Deadlands. He wanted us both on board, whole hog. Greg wasn’t able to join up, but I said that if I went in, I wanted to own part of the company too.
I loved the game from the start, and I had a lot of faith in Shane and the rest of the crew he had built up around him. I had a bit more experience with things like layout and production and sales, and that came in handy too. We made for a fine team from the start.
There’s a big discussion about the lack of women on this particular industry. Do you agree?
I think it’s a problem in many industries, and gaming—whether you’re talking tabletop or video games—is no exception. Part of it stems from the fact that the games industries we know today stem from the war games hobby of the ‘50s and ‘60s, which was dominated almost exclusively by men.
Have you felt any shift in the numbers of female colleagues during the years?
Oh, yes, and I’ve been thrilled to see it happen. We have lots of wonderful women working in games today, in just about every aspect of the industry. When I started out, women were rare at any convention, for instance, but their numbers have grown steadily over the years. We’re still nowhere near parity yet, but I’m pleased to see that when I bring my daughter to shows she feels like she fits right in.
From all the different areas in gaming you have worked so far, can you pick a favorite?
That’s hard to say. They’re all lots of fun, each in their own way. I keep returning to RPGs for some reason, so that probably says something. If there was more money in it, I might never have pursued things like collectible games or toys or fiction. I must love it.
What is harder: creating a game world from scratch or contributing to someone else’s work?
It’s much harder to create a world of any kind from scratch. There’s a whole nother layer of work involved, and when I say “layer” I don’t mean “like a cake,” but “like the earth’s crust.”
That said, it’s tremendous fun, especially if you enjoy a fulfilling challenge. I’ve worked on lots of other peoples’ games too, and I’ve loved doing it, but there’s something amazing about stepping up to that blank sheet yourself and putting your own unique mark on it, as daunting as it may seem.
If you were talking to someone who knew nothing about these creative fields, what would you say were the major differences between writing a screenplay and a computer game script?
Physically, they can resemble each other, but structurally they’re nothing alike. For one, a film usually only runs about two hours, whereas games can literally give you hundreds of hours of play. Games often also feature branching storylines—or at least ones engineered to seem to branch and go off in different directions.
For some reason, I often wind up writing game scripts in Excel rather than Word, too, and as any writer can tell you, that’s just not a natural act.
How was it like to take up the role of director with voiceover actors?
I loved it. It’s one thing to write a script and hear the words in your head, and it’s something else entirely to work with an actor to get them in the same mental space to produce work that sounds reasonably close to what you had in mind.
The best part, of course, is how fantastic actors can surprise you. They bring their own interpretations to every line, and seeing how they differ from what you had in mind can be inspiring far more often than frustrating.
Did it make think of maybe moving into directing more audiovisual content?
I’d be happy to. I just don’t have much time to pursue it among all the other work I’m doing. All that said, when the right project comes along, I’ll jump at it.
You’ve won several awards, not just for your work on games, but also for your writing. It might be cliché, but what was the one award you are more happy to have sitting on your shelf?
Honestly, I don’t do it for the awards, and I never have. I don’t do it for any sense of acclaim or fame. I create games, fiction, toys, films, and so on to entertain people.
Now, I don’t mind getting awards for my work—not at all! I’m happy to have them, and the statues that come with them have a proud place on my mantle. If you’re working for recognition, though, you’re setting yourself up for disappointment. For me, the work itself is enough. Being able to enjoy that every day means far more to me than collecting a trophy every year or so.
As we’ve talked about before, your Shotguns & Sorcery book series is going to be turned into an RPG by us here at Outland Entertainment.
You first developed S&S as a roleplaying game. How close to that very first version (nearly 14 years ago) do you want the game to be?
I don’t care one bit. That game never got beyond the notes stage, and it represents something I would have written in 2002. It’s a dozen years later, and the world has changed. Tabletop games have changed. Hell, I’ve changed.
This game needs to be a game of its own moment created by this new crew I’m lucky to be working with, not a resuscitated corpse of an idea I had over a decade ago. I actually can’t wait to see what we come up with when we finally get to hold that finished book in our hands.
Now that you have written the short stories and novels, how much has changed on your approach to this I.P.?
I wouldn’t say I’m done with Shotguns & Sorcery, but I’ve told the stories there I wanted to tell most. I have several others in mind, but working on the RPG gives me an excellent chance to step back and firm up the worldbuilding a bit. It’s an opportunity to shine a light into a few corners I might otherwise ignore, and see what turns up there.
I often say that writing is an act of discovery. I may have a solid sense of the story I’m going to tell when I sit down at my keyboard and start to type, but I don’t actually know what it’s going to be until I get those words down. It turns out that the idea and the actuality rarely match up well, but that’s at least half the fun.
Has your connection with the characters changed?
Sure. At first, I only had an inkling of who they were. By now, they’re old friends with whom I’ve had an intense experience, and honestly, I miss them. I’m looking forward to checking back in with them and seeing how Dragon City’s been treating them.
You will be writing the game’s background material. Is there something in specific that you want to add to the setting that wasn’t present in the books?
I have a slew of ideas for the history of Dragon City that doesn’t come out in the books. I regularly wind up on worldbuilding panels at various conventions, and I tell people that it’s doesn’t matter how cool your word is or how much work you put into creating it. If what you’re going on about isn’t pertinent to the story, then you’re just showing off and wasting your readers’ time.
I try to stick to that with my own work, of course, only revealing as much as a story requires. An RPG demands a whole different level of detail, though, and I’m looking forward to building out the parts of the setting that have remained off-camera so far.
What type of stories do you expect gamers will play out with The Shotguns & Sorcery RPG?
I lean toward noirish detective stories myself, but it’s really up to them. I don’t tell people how to have fun. I just point them in a good direction and give them all the tools they need to succeed. It’s up to them from there.
What story would you play out if you could play the game right now?
I’d explore what happens in the wake of End Times in Dragon City, the last of the stories I’ve written for the setting. I leave it wide open from that point on, after a near-apocalypse event, and I’m curious to see what emerges from the city’s rubble.
In the game department, what can we expect to see from you in the near future?
Besides the Shotguns & Sorcery RPG? I actually have a few different things in the works. The one I can talk about is the Titan line from Calliope Games. Ray Wehrs over there asked some of the best tabletop game designers around to create new gateway games from scratch. Besides myself, there’s Rob Daviau, Michael Elliott, James Ernest, Richard Garfield, Seth Johnson, Eric Lang, Mike Mulvihill, Paul Peterson, Mike Selinker, Jordan Weisman, and Zach Weisman.
I’m flattered all to hell just to be on that list. Those folks have made some of my favorite games over the years, and I’ve spend countless hours playing their designs. Calliope is planning a Kickstarter for the series sometime in early 2015, and I’m looking forward to digging into it soon after that.
Thanks, Matt, for taking us on this brief journey to get to know more about you.
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.
The next character in the series is Moira, the halfling.
Moira, like all the characters Matt writes, has a lot of personality. And I had a lot of fun with this character – in particular, I felt that the way her hair is tied up turned out really well. I sort of stumbled on that, which is part of the fun of art in general – the happy mistakes. The various pouches and belts are always a lot of fun as well.
Below are two versions – the initial sketch and then the final. As you can see, there wasn’t a great deal of edits. I believe in the final version, we wanted to make her seem a little more worn out and tired from the drug use she goes through in the series.
More art to come in the next weeks!
Who is Matt Forbeck after all?
We know you as a man of all trades: from writer to game designer and entrepreneur. But let’s rewind a little bit and find some curiosities that might have escaped us.
What did you want to be when you grow up?
I always wanted to be either an astronaut or a writer. I had terrible asthma as a kid, though, and poor eyesight, and that took me out of the running for a job with NASA. Fortunately, I had writing to fall back on.
What was the first book you ever read (or was read to you)?
I’m sure I was too young to remember. My parents read to me from an early age and claim that I was reading on my own from age two or three. At that age, my favorites were Where the Wild Things Are, Go Dog Go!, and anything by Dr. Seuss.
I read all of those to my kids as well. Even though my youngest ones are now 12, I can still recite Where the Wild Things Are by heart.
Did you enjoy bedtime stories?
Of course! The bedtime stories we read to kids (or for ourselves) are the gateway toward bigger and more complex fantasy stories, and that deep connection to our childlike wonder is what makes them so magical for us.
And comics: which were your favorite ones?
I read all sorts of comics, both then and now. My favorite character has always been Spider-Man, and I often tell people I learned to read with the Spidey comics, a kids’ title made in conjunction with The Electric Company. That was a show that came on after Sesame Street in those days and featured Morgan Freeman playing Easy Reader!
Do you still read comics regularly or prefer novels now?
I read both and love them each for their own strengths. I wrote the 2009 and 2014 editions of The Marvel Encyclopedia and wrote the 1960s chapter of Batman: A Visual Encyclopedia, which hits stores on September 29. That gave me a good excuse to gorge myself on comics.
I also co-designed the WildStorms collectible card game for Jim Lee back when WildStorm was still a division of Image Comics. And I designed the Marvel Battle Dice and DC Battle Dice games for Playmates Toys. On top of that, I’ve written a number of comics over the years, including twelve issues of the Magic: The Gathering comic for IDW.
In the other direction, I’ve had twenty-seven novels published to date, including the Shotguns & Sorcery trilogy. I read voraciously, in many different genres and on all sorts of topics. It’s all grist for the creative mill, and it gives me the chance to tear apart the writing in my head and examine how it all ticks.
What are you reading right now?
I’m finally getting around to reading Lauren Beukes’s The Shining Girl. I’ve known Lauren for years and loved her Moxyland and Zoo City, so I have every expectation it’ll be excellent.
Growing up were you outdoorsy or did always prefer reading/gaming?
My asthma kept me inside some days, but my parents liked to push us outside. They often took us camping and fishing too, and I played baseball, basketball, and soccer both in school and just for fun.
All that said, I loved games and played them a lot. When I six, I was hospitalized with pneumonia, and a priest came in to give me Last Rites, which isn’t nearly as serious as it sounds. Afterward, he taught me how to play chess while I lay there in bed.
What kind of games did you play?
I played anything I could get my hands on. When I was very young, there weren’t many great options, but I enjoyed anything from Trivial Pursuit to Stratego. When I was twelve, I started playing Dungeons & Dragons, and I got hooked good.
That broadened my horizons, and I dug into games like Squad Leader and Boot Hill and whatever else I could find. As I got older, it grew into a career.
And how about tv series and movies: are there any that had a deeply impact on you?
Lots. Star Wars blew my mind. My parents took me to see it in a theater seven different times, which was the only way to manage it in the pre-home-video days. I also got a lot out of Raiders of the Lost Ark and Blade Runner and, later, Apocalypse Now.
And, yeah, there’s a Harrison Ford thread running through all of those—even Apocalypse Now if you know where to look.
Most TV from that era is forgettable, but it’s gotten much better over the years. I loved Twin Peaks back in the days, and I watched Star Trek: The Next Generation religiously.
Have you watched anything recently that you’d recommend?
For TV, be sure to check out Breaking Bad and True Detective. They’re fantastic from one end to the other, and they highlight the kind of excellent shows you can do when you have a strong story arc taking you from one end to the other.
For something more episodic, check out Leverage, which was co-created by my friend John Rogers. I helped set up a book deal for that show and even wrote the first novel, The Con Job, which is set at San Diego Comic-Con.
For film, I loved Guardians of the Galaxy. It was funny, fast, and fun. I also really enjoyed Her. It does a great job of tackling all sorts of intriguing issues, and I found myself thinking about it even weeks later.
Are you a person of idols?
Not really. I’ve met lots of famous people, and the one thing you learn is that we’re all human and fueled by many of the same hopes and fears. Some of us have fantastic talents that bring us to a wider audience, but that doesn’t change our basic humanity—just the tools we have for dealing with it.
Who were your childhood heroes?
Stan Lee, Jack Kirby, and Hank Aaron. Stan and Jack took comics and reinvented them for the latter half of the twentieth century. They gave me some of my favorite characters in stories so rich that Marvel and DC are still mining them to this day.
Hank was not only a fantastic athlete but also played baseball in a less-open era when becoming the home-run king as a black man brought him a unique set of challenges. He bore up through it all like a true hero and never lost his transcendent joy for the game.
And today? Who do you look up to? Why?
You wouldn’t know my heroes. They’re not famous. They’re people I deal with every day, the ones I can really watch struggle with and triumph over life: my parents, my wife, and my kids.
Seeing how they handle their lives with as much grace as they can muster inspires me. The fact that they also depend on me to be the best son, father, and husband I can manage keeps me going through even the darkest days. And sharing with them the joys I can find only makes them that much better. //
Thank you, Matt for letting us get to know you a little bit better!
(Psst!… Stay tuned for more interviews!)
So the next in the line of art generated for the Shotguns & Sorcery project is one of the assassin’s of the Black Hand. I had fun designing this fellow.
These guys are supposed to be some of the most deadly and dangerous groups in the series. I loved designing the ninja gear and the slightly different weapon designs – I picture everything a dark grey or black, including the weapons and gloves. The tattoo on his arm was also fun to create – I wanted to try to generate a sort of refined roughness to them. That sense of implied danger. I’m not entirely sure I managed to pull it off, but I tried!
You’ll see that we went through several revisions. My initial impulse was to make it clear that these were orcs. Hard to do that when you cover the face. But, leaving the face uncovered sort of went counter to the essence of these characters and ultimately, Matt suggested that we cover there faces. He was right – I think he seems more dangerous with the cover over his face. Of course, I liked the orc face I drew! It was hard to erase it!
When I get to the colors, I think I’ll make the orcs have yellow eyes – the yellow against the black could look pretty good, I think.
Hope you like it! There will be more characters and artwork forthcoming!
When we were initially putting the Shotguns & Sorcery project together as an enhanced ebook through Noble Beast (and before I broke my hand), I worked closely with Matt Forbeck to put together a variety of the major players in the novels. These were a lot of fun! There is a lot of character in the different…characters. And being able to blend some interesting noir elements with fantasy elements made things interesting.
First up is the main character, Max –
These went through several revisions, as you can see above. My initial design didn’t have a fedora, which I think adds a lot to the design. He also had a tattoo on one arm, which we ultimately dropped. I also think one of my favorite elements is the holster for his wand! Fun details.
Next is Belle –
Belle went through a more drastic change. We decided that the first design didn’t quite have the right look or attitude. She wasn’t elegant or confident enough, which I definitely think I managed to work out in the subsequent character drawings.
I’m definitely looking forward to drawing these characters more!
More characters next week!
It’s been really difficult to keep the lid on this because we’re extremely excited to be working with Matt Forbeck to develop his property, Shotguns & Sorcery, into a full on role-playing game!
I first learned about Matt and his setting through the now defunct Noble Beast. Ellie Ann had recruited me as art director and Matt’s Shotguns & Sorcery novels were to be our first enhanced book project after Steampunk Holmes. I was slated to illustrate the books and we were gearing up to start work on the project when I broke my hand, which caused us to delay the project while I healed up.
Before we could get back to Shotguns & Sorcery, however, Noble Beast decided to close it’s doors. Leaving a myriad of really cool projects and no home for them. I talked to Richard Monson-Haefel (owner and founder of Noble Beast) a bit about the situation and he gave me his blessing to pursue the projects through Outland.
Matt was one of the first creators I reached out too. I came up as an artist through role-playing games and I really felt that Shotguns & Sorcery pulled so many elements I really love together that it’d be a fantastic setting for an role-playing game. And one I’d absolutely love to illustrate.
With a lot of luck and a bit of good timing, Matt and I managed to hammer out a licensing deal to not only develop enhanced ebooks around his setting, but to also develop it into a full on role-playing game!
We’re going to be working closely with Matt, who will be writing the majority of the book, and I’ll be handling all the illustration. I can’t begin to say how excited we are to be working with Matt on this project!
We’ll be launching a Kickstarter to fund the production of the book in October and we’ll be premiering the game out at Gen Con 2015.
Below you can see the full press release:
Press Release: New Shotguns and Sorcery RPG to Debut at Gen Con 2015
FOR IMMEDIATE RELEASE
SUMMARY: Matt Forbeck’s acclaimed Shotguns and Sorcery series to be adapted into a dynamic roleplaying game running on Kickstarter this fall and debuting at Gen Con 2015.
SEPTEMBER 2, 2014, KANSAS, UNITED STATES—Award-winning author and game designer Matt Forbeck is partnering with Outland Entertainment to produce a tabletop roleplaying game based upon his fantasy noir Shotguns & Sorcery novels, as well as enhanced ebook editions of those popular books. Fans of the series will have the opportunity to immerse themselves in the world, meet the characters from the books, create their own heroes, and play though brand-new adventures developed exclusively for the game.
“I’d long thought about trying to publish a Shotguns & Sorcery game myself,” Forbeck says, “but I could never manage to find the time. Then Jeremy Mohler came to me with so much love for both games and these books—and he’s such a talented artist to boot. I couldn’t ask for more dedicated publishing partners than Outland.”
“Shotguns and Sorcery is just about the perfect blend for me,” says Mohler, founder and CEO of Outland Entertainment. “I’m a huge fan of detective novels and all things fantasy. Matt has taken the two genres and mashed them together while staying true to each in such a fun way. I immediately fell in love with the series and knew I’d have to find a way to play in his world.”
The Shotguns & Sorcery trilogy of novels (Hard Times in Dragon City, Bad Times in Dragon City, and End Times in Dragon City) originally funded on Kickstarter in 2012, becoming one of the top 10 fiction projects ever at that time. Outland is taking the Shotguns & Sorcery RPG to Kickstarter as well, in October 2014. The finished project is scheduled to debut as a full-color, hardcover book at Gen Con in Indianapolis the following year.
Outland’s license also includes the rights to create enhanced ebook editions of each of the Shotguns & Sorcery books. These will feature new covers and interior illustrations as well as interactive maps and other exclusive enhancements.
Matt Forbeck has twenty-seven novels published to date and has written, developed, and designed countless games and supplements, particularly during his time as the co-founder and president of Pinnacle Entertainment Group. His gaming projects have been nominated for 28 Origins Awards and won 17, as well as five ENnies. His recent work includes the Magic: The Gathering comic book, The Marvel Encyclopedia, the Leverage novel The Con Job, the Dangerous Games trilogy of thriller novels set at Gen Con, and the Monster Academy YA fantasy novels.
Outland Entertainment has managed the artwork for multiple games and comics, including New Fire (an Aztec-themed roleplaying game) and, most recently, Magnum Opus, a deck-building game by Game Salute. Outland Entertainment is headed up by Jeremy D. Mohler, a longtime illustrator and colorist whose work has appeared in Marvel Comics, the World of Warcraft CCG, and several recent books for IDW. The Shotguns & Sorcery roleplaying game and enhanced ebook will feature his original artwork.
Visit Forbeck.com and outlandentertainment.com to learn more.