Gamer’s Haven Podcast
30May/130

Sasquatch Game Studio Readies First Tabletop RPG Release

SASQUATCH GAME STUDIO DELIVERS WORLD-CLASS GAME EXPERIENCES

First Product is the Primeval Thule RPG Setting

Auburn, Wash.—May 29—Here’s a Sasquatch you’ll have no trouble sighting. Game industry veterans Richard Baker, David Noonan and Stephen Schubert have united to found Sasquatch Game Studio, a design house and publisher devoted to creating “dream team” products for the hobby game market.

Their first project, the Pathfinder- and Dungeons & Dragons-compatible Primeval Thule campaign settinggrew from the trio’s shared love of pulp adventures—stories by Robert E. Howard (Conan), H.P. Lovecraft (Cthulhu), and Clark Ashton Smith.

“Modern fantasy draws from two great inspirations: epics such as Lord of the Rings, and the adventure stories of characters such as Conan, Tarzan, or John Carter,” said Baker. “We feel that there aren’t many game settings around that capture the action, savagery, and barbaric splendor of the sword-and-sandals tradition. That’s the experience we want to deliver with our Primeval Thule setting.”

The three Sasquatch principals collectively have 48 years of professional experience in the industry, mostly designing and developing D&D for TSR and Wizards of the Coast. Their first product—and the company itself—grew out of their ongoing Thursday night D&D game.

“The amount of creative energy around the weekly D&D game table is staggering. It’s time to put it to work,” Schubert said.

Sasquatch isn’t shy about using its industry connections to assemble top-tier artists, cartographers, designers, and writers to bring their games to life.

“That’s one of the most fun parts of starting a project at Sasquatch: assembling the ‘dream team,’” Noonan said. “Because of our background, we’re blessed with friends and colleagues who happen to be world class in various creative disciplines. We get to sit down with them over coffee and say, ‘Here’s what we’re thinking…’”

Sasquatch will be attending major game conventions this summer, including PaizoCon (July 5–7), Gen Con (Aug. 15–18), and PAX Prime (Aug. 30–Sept. 2).

Baker is a New York Times best-selling fantasy novelist and award-winning game designer with over 100 game sourcebooks, products, and novels to his credit. He was one of the core designers of the Dungeons & Dragons 3rd Edition game, and currently works as a writer/developer on the Pathfinder Online game.

Schubert worked on more than 50 3rd edition and 4th edition Dungeons & Dragons products as a designer/developer, and was a core developer on the D&D Miniatures Game team. He has since branched out into digital games.

Noonan counts more than 50 3rd edition, 4th edition, and Pathfinder products among his credits. He was also the lead writer for the TERA MMORPG and consults with video game companies on script and narrative design issues.

More information on Sasquatch’s inaugural product, the Primeval Thule campaign setting, will be available in days to come. Baker, Schubert, and Noonan are finalizing production details and setting a release schedule.

Sasquatch Game Studio LLC is devoted to delivering top-quality hobby game experiences. For more information or to schedule press availability, contact press@sasquatchgamestudio.com or visit sasquatchgamestudio.com.

FAQs about Sasquatch Game Studios

Q: Who are you guys?

A: In brief, we’re three experienced D&D designers keen to create hobby games on our own terms. We don’t need to capture a huge swath of the gamer market—just to deliver a great table experience for gamers who want something different.

Q: What are you making?

A: Our first product is Primeval Thule, a campaign setting for Pathfinder/D&D best described as “Conan vs. Cthulhu.” More broadly, we make high-end hobby game products for discerning, experienced gamers.

Q: Why now?

A: Two factors. First, it’s easier than ever before to get a great game product into gamers’ hands without diluting and delaying it every step of the way. Second, the gamer community has sophisticated tastes and the ability to express those tastes directly to creators. Making cool game stuff is no easy task, but it’s doable in ways that weren’t possible five, ten, or twenty years ago.

Q: Digital or print products?

A: It depends on the product. Our first product will be available in both print and digital formats (there’s a great old-school feeling when you open a print campaign setting for the first time). We’re not averse to digital-only or print-only products if it makes sense, though, and that’s something we’re gathering feedback from gamers about.

Q: Which version of D&D do you prefer?

A: We’ve written professionally for 2nd edition, 3rd edition, 4th edition, and Pathfinder, with work for D&D Next in the pipeline. Asking us which we favor is like asking us which child we love the most. Our first product will be for Pathfinder and 4th edition D&D, because that’s what most people are playing right now, but if the numbers support it and we can make the licensing work, we’d love to leave Sasquatch-size footprints on other “flavors” of D&D, too.

Q: What about other RPG systems?

A: Very much on our radar. David in particular is keen to adapt Thule for other systems such as FATE and Dungeon World. But right now we’re focused on our first product and making it as great as possible.

Q: What about other sorts of hobby games?

A: Also in our plans. Rich gets wild-eyed when we talk about our schemes for wargames, for example. But again, right now we’re focused on our great first product.

Q: What about Sasquatch-designed jetpacks and hovercars?

A: That’s just crazy talk. How’d you get in here?

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