Interview with Liz Chaipraditkul
Say hi, and tell everyone a little about yourself.
Hi! My name is Liz and I spend way too much time on geeky stuff. This has ultimately resulted in me writing my own role play system, so in the end I believe this has been time well spent. I got into role playing while watching Star Trek TNG with my mom, I remember sitting there and being like, 'This holodeck thing needs to happen like yesterday, cause I want to pretend I am a princess who is married to Worf who lives in the Nightmare Before Christmas.' Finally, in high school when it hit me that I wasn't getting a holodeck, I found pen and paper role play games to be the next best thing.
Tell us about your latest game. Gimme all the deets!
The game I am working on at the moment is WITCH. WITCH is a modern, dark fantasy role play game where you play a member of the Fated: a witch or warlock who has sold their soul to a demon for power. The game deals heavily with how characters deal with the loss of the their soul and triumph over the darkness within. If I had to compare the game setting to anything I would say that it is a very Whedon-esque world, think Buffy, Angel, etc. Characters have to deal with rather dramatic personal storylines, but they live in a fantastic world with so much to do and explore.
We are bringing out a corebook that includes all the rules you need to play the game and I am really proud of it. I've been working on the game for so long and it is crazy to think that it might be going into print soon. We've also got some amazing artists who have already done a handful of pieces for the book and I am getting really excited to see what they come up with next!
What are the steps you take to start designing a game?
I just go crazy and write. When I design something, for me it isn't really a conscious thing, it is a creative urge I need to express. Normally, this means I am writing pages and pages of fiction till it starts to look like something. Then I think to myself, what rules can support this and how can I make this shit really cool? Then I go from there. I made a promise to myself when I finally committed to bringing this into print, that I was only going to do what I love. If I didn't love it, I wasn't going to do it. So far, keeping to that promise has been my biggest obstacle in the design process, but till now (even when I want to pull out my hair) I've kept to it.
What’s your next project?
My next project after the core book (if we are funded on Kickstarter) is going to be a second support book for WITCH. I already have like fifteen ideas I want to do and they need a format. I really love the WITCH world and we (at Angry Hamster Publishing) aren't going to be stopping at only one book. I have also been tossing a novel idea around in my mind for ages and I want to get that out at some point.
What advice do you have for someone who wants to make their own game?
The best advice I can give someone who is making a game is to take yourself seriously. When I first started to promote WITCH I felt so overwhelmed and fake. I didn't know anyone in the 'industry' and no one knew me (I still feel like a tiny fish trying to make my way into the ocean). I felt almost embarrassed to write various blogs about my game, because I thought who am I to write all these cool bloggers and podcasters? It was so easy to think I am a nobody no one wants to read a nobody's work. Don't do this to yourself, you're not a nobody. You've written something and if it is important to you don't let self doubt get you down. The first step to getting over this is taking your work seriously. This isn't some small throw away piece you've written, but something with merit. If you take yourself seriously, other people will start to notice and want to see what you have to offer.