Part I of this interview can be found here.
5. Can you talk a little about the process of turning Zothique into a RPG? I'm interested not just in the game mechanical side of things but also in your experiences working with CASiana Literary Enterprises. Did you find it easy to translate Zothique into a roleplaying game?
For me, the RPG writing process usually starts the same way: with a deep dive into the source material. For Zothique, that meant going back into Clark Ashton Smith’s stories and reading them with a critical eye. Luckily, I’ve always been a note-taker when reading, highlighting passages, turns of phrase, perspective shifts, metaphors – anything that catches my attention.
So when I returned to my old CAS collections, they were already filled with highlights and margin notes (sacrilege, I know) and those became the foundation for the game. From there, I began organizing everything into categories – locations, creatures, gods, artifacts, NPCs, spells, etc. – and slowly drew the setting out piece by piece, ensuring that every element carried the same atmosphere of doom, decadence, and fatal beauty that runs through Smith’s work.
Stats come last. For me, stats always come last. I don’t fret over them. No one remembers your adventure because a creature had AC 15 instead of AC 12. Now, I’m not saying stats aren’t important – bad stats can certainly break your game – but I’m not sure they can make your game. People remember your adventures because of how they made them feel when reading and playing.
I’ve always tried to make my games feel lived in – dripping with atmosphere and history – and I don’t mean paragraphs of exposition. I mean placing items, objects, strange writings, or locations that hint at something more, something ancient, something mysterious. In my opinion, good RPGs don’t feel like they were created just to run characters through like a carnival ride or funhouse. Good RPGs feel alive and mysterious, with the weight of ages upon every item and location – steeped in secrecy and the lingering sense that others have come before.
As for working with CASiana Literary Enterprises, it has honestly been a privilege. Chris has been supportive since day one – a great guy to work with and genuinely passionate about Clark Ashton Smith’s legacy. They’ve been open, helpful, and just as excited as I am to bring Smith’s world to a new generation of readers and players. I really think people are going to like what they see.
6. Why did you decide to use Dungeon Crawl Classics and Shadowdark as the rules for your game? I know you're very familiar with DCC but why Shadowdark rather than, say, Swords & Wizardry or Old School Essentials?
I made the decision early that I would not create a new RPG system for Zothique, but rather bring existing systems into Zothique. The setting is the constant; the rules are the lens. My goal was for the world to remain entirely faithful to CAS – its geography, its gods and necromancers, its tone of grandeur and decay – while allowing players to experience it through systems they already know. That’s why each version, whether written for 5E, Dungeon Crawl Classics, or Shadowdark, is fundamentally the same world. The dice may differ, but Zothique itself does not.
Choosing those specific systems came down to both philosophy and practicality. Dungeon Crawl Classics was a natural fit – its pulp roots, Appendix N inspiration (I know, CAS doesn’t appear there… but that’s an argument for another day, lol), and focus on strange sorcery and peril align perfectly with Smith’s fiction. Plus, it is what I do. 5E made sense because it’s the most widely played system and one I know intimately from years of conversion work for Goodman Games and play. Shadowdark, on the other hand, was chosen out of the many requests for me to do so. The more I spoke of my upcoming project at cons or online, the more I was asked to bring the setting to Shadowdark. So I looked into the system – and I loved it. The aesthetic, the tension, the fast, streamlined play - I think it fits Zothique perfectly.
It’s important to note that I’m not bringing Zothique to these game systems – I’m bringing these game systems to Zothique. Regardless of which ruleset you prefer, the world itself remains the same – true to Clark Ashton Smith’s original vision. The laws of Zothique do not change, only the dice that measure them do. In short – the rules serve the setting – not the other way around.
And why stop at three systems? Because, frankly, if I didn’t, I think I’d go mad.



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