Mike Conway of Darkstar Eclectic Media, soon-to-be-publisher of Heroes of Oz, has mentioned that he once toyed with calling his game Adventures in Oz but decided against it to avoid confusion with Eric Shanower's comic book of that name. So why am I sticking with that name?
For one thing, it's not trademarked. A quick trademark search only found one close match: Adventures in Oz with Cheryl, a kids fitness video series put together by former American Gladiator Cheryl Silch. Also, Adventures in Oz appears to be the name of a children's board game.
When coming up with a name for my game, I wrestled long and hard with it. Coming up with something that set the right tone for the game was definitely a challenge. "The Wizard of Oz: The RPG"? Doesn't convey the scope of the setting. "The Land of Oz"? Conveys geographical scope, but could also be simply a reference work. Also the title of the second book in the series. "Adventures in Oz"? Conveys the idea that Oz is a place where adventures happen.
My logo designer, Brad McDevitt, threw in a really neat touch when he turned in the logo. He added a little subtitle: Fantasy Roleplaying Beyond The Yellow Brick Road. It actually says a lot of what I want to get across: 1) That it is a fantasy roleplaying game, 2) that it is an Oz game, and 3) That there is more to Oz than the Yellow Brick Road, which is one of the main ideas of my marketing campaign (you didn't know that I had a marketing campaign, did you? BWAHAHAHAHHAHAHA!)
For the record, I don't think I would have gone for "Heroes of Oz" as the name of the game. To me, it says that the game is about heroic action. But looking at the stories, the most common protagonist is a little girl, not Bruce Willis.
Thursday, December 3, 2009
Thursday, November 26, 2009
No more "Hollywood handshake"
For those of you who haven't heard the term, there was a time in Hollywood that a handshake was considered to be the equivalent to a signed contract. This notion may have changed since last I heard, as I am out of touch with a lot of things.
While the "Hollywood handshake" may or may not be dead in Hollywood, it is alive and well on the internet. For a wide variety of purposes, simply clicking a little button or checkbox counts as a "signature" or agreement to a set of terms. Even sites like lulu.com or zazzle.com will let you sell products with little more than this.
The reason I'm talking about this is because I have discovered a rather interesting exception. I've mentioned that I am interested in selling AiO as a PDF file, as this is a profitable option in the RPG market. There are a number of sites that sell gaming PDFs, like RPGnow, DrivethruRPG, YourGamesNow, and Paizo.com. And every one of them requires a signature signed on honest-to-god paper using actual ink.
In other news, the game is still in progress. It is currently being laid out, incorporating the art that I've commissioned as well as discovering the places where it needs more art. Which means that I have to commission more art in order to fill these "art holes" and that is a process which takes time. I can't simply tell an artist "Give me 2 barbarian warriors, 3 eldritch abominations, and a orc with a battle-axe". As I mentioned in Jared's podcast, finding the right artists and art is a task in itself.
Although my goal was to release it this year (preferably August 21st), I am finding myself facing realities that it might have to wait until next year. I could probably put something out right now, but it would not be the game that I want to put out, and I don't think it would be the game that Oz fans and gamers deserve. So the progress bar is at about 95% and creeping ever closer to 100%.
While the "Hollywood handshake" may or may not be dead in Hollywood, it is alive and well on the internet. For a wide variety of purposes, simply clicking a little button or checkbox counts as a "signature" or agreement to a set of terms. Even sites like lulu.com or zazzle.com will let you sell products with little more than this.
The reason I'm talking about this is because I have discovered a rather interesting exception. I've mentioned that I am interested in selling AiO as a PDF file, as this is a profitable option in the RPG market. There are a number of sites that sell gaming PDFs, like RPGnow, DrivethruRPG, YourGamesNow, and Paizo.com. And every one of them requires a signature signed on honest-to-god paper using actual ink.
In other news, the game is still in progress. It is currently being laid out, incorporating the art that I've commissioned as well as discovering the places where it needs more art. Which means that I have to commission more art in order to fill these "art holes" and that is a process which takes time. I can't simply tell an artist "Give me 2 barbarian warriors, 3 eldritch abominations, and a orc with a battle-axe". As I mentioned in Jared's podcast, finding the right artists and art is a task in itself.
Although my goal was to release it this year (preferably August 21st), I am finding myself facing realities that it might have to wait until next year. I could probably put something out right now, but it would not be the game that I want to put out, and I don't think it would be the game that Oz fans and gamers deserve. So the progress bar is at about 95% and creeping ever closer to 100%.
Thursday, November 19, 2009
Making Gamers, part 2
I actually wanted to do this blog last week, but I felt that I was putting up too many gaming posts and losing my Oz "cred". I keep shooting for a balance, but that balance swings from one side to the other before it eventually (I hope) settles down.
I think one of the biggest obstacles to bringing more gamers into the hobby is, well, the gamers themselves.
Reason #1) The Geek Social Fallacies. Everyone wants friends that accept you for who you are. But there is such a thing as taking it too far. The unwashed nerd is a pervasive stereotype and a tough one to beat. The good news is that I have only met 1, maybe 2, in my 10 years as a gamer. All of the other gamers I've known have been fairly normal people.
Reason #2) Gamers think they need gamers. It's a fairly common complaint on RPG forums and internet boards: "I can't find any gamers!" People seem to think that only people who play RPGs are going to be interested in playing RPGs. I'll admit that I fall into this to at least some degree. My last two gaming groups have consisted of people that I knew from previous gaming experience.
But remember that every gamer started out gaming sometime. Whether that was red box D&D at the age of 10 or finding the gaming club at your local university, before that point, you were just an ordinary non-gamer. Someone had to introduce you to the idea, plant the seed in your brain and run your first game.
I'd like to propose that any gamers out there reading this invite one of their non-gamer friends to their next game. And if you're a gamer who can't find enough gamers for a group, try gathering some friends and see what happens. And for those Oz fans out there, next time you have a meetup, rather than busting out Trivial Pursuit Wizard of Oz edition, try Adventures in Oz. The beta files are still available on my website until the official game is released, so you don't have to wait forever.
I think one of the biggest obstacles to bringing more gamers into the hobby is, well, the gamers themselves.
Reason #1) The Geek Social Fallacies. Everyone wants friends that accept you for who you are. But there is such a thing as taking it too far. The unwashed nerd is a pervasive stereotype and a tough one to beat. The good news is that I have only met 1, maybe 2, in my 10 years as a gamer. All of the other gamers I've known have been fairly normal people.
Reason #2) Gamers think they need gamers. It's a fairly common complaint on RPG forums and internet boards: "I can't find any gamers!" People seem to think that only people who play RPGs are going to be interested in playing RPGs. I'll admit that I fall into this to at least some degree. My last two gaming groups have consisted of people that I knew from previous gaming experience.
But remember that every gamer started out gaming sometime. Whether that was red box D&D at the age of 10 or finding the gaming club at your local university, before that point, you were just an ordinary non-gamer. Someone had to introduce you to the idea, plant the seed in your brain and run your first game.
I'd like to propose that any gamers out there reading this invite one of their non-gamer friends to their next game. And if you're a gamer who can't find enough gamers for a group, try gathering some friends and see what happens. And for those Oz fans out there, next time you have a meetup, rather than busting out Trivial Pursuit Wizard of Oz edition, try Adventures in Oz. The beta files are still available on my website until the official game is released, so you don't have to wait forever.
Thursday, November 12, 2009
The Wizard of Three
I'm not a numerologist, but there's something about fairy tales and the number 3. From the 3 little pigs to Goldilocks and the 3 bears, the number 3 turns up all the time in these stories. It's actually a neat little narrative trick. The first incident (the first little pig with his house of straw) initiates the pattern. The second incident (the second little pig with his house of sticks) confirms the pattern, creating an expectation in the reader's mind. The third incident (the third little pig with his house of bricks) either fulfills or breaks the pattern in a climactic way (the Big Bad Wolf can't blow down the house of bricks and climbs down the chimney into the fireplace).
The story The Wonderful Wizard of Oz uses the number 3, but not in the traditional fairytale manner. Dorothy's adventures often break down into blocks of 3.
Upon starting on her journey, Dorothy makes 3 friends (Scarecrow, Tin Woodman, and Cowardly Lion). Before arriving in the Emerald City, the party faces 3 dangers (the river crossing, the Kalidahs and the Poppy Field). On their journey to the castle of the Wicked Witch of the West, the friends must face 3 waves of creatures sent by the Witch to destroy them. Once the Witch is defeated, Dorothy gains the Golden Cap, which allows her to command the Winged Monkeys (you guessed it!) 3 times. Not surprisingly, the ritual to summon the Winged Monkeys has 3 steps.
There is a little flexing of this pattern in the final leg of Dorothy's adventure. It looks very much like Dorothy and company have 4 encounters in this part of the story (the Fighting Trees, the Dark Forest, the China Country, and the Hammerheads). If I were to force it to fit the pattern, I would do so by not counting the Dark Forest. It was much more about the Cowardly Lion and giving him a place to rule, like Tin Woodman had the Winkie Country and Scarecrow had the Emerald City, than it was about the group having an adventure.
Both of these "Rules of 3" can be useful when preparing a story for an RPG. A fairy tale-style story can be easily created by setting up 3 simple scenes, each echoing a single theme or incident.
One of my players often makes the joke that the distance between any two places in my RPG worlds is "3 random encounters." (Even though I never use random encounters.) But it's not a bad idea. If you wanted to set up a list of random encounters for the characters to face, or just plan them into your story, it would make the land of Oz a bit more alive and interesting.
The story The Wonderful Wizard of Oz uses the number 3, but not in the traditional fairytale manner. Dorothy's adventures often break down into blocks of 3.
Upon starting on her journey, Dorothy makes 3 friends (Scarecrow, Tin Woodman, and Cowardly Lion). Before arriving in the Emerald City, the party faces 3 dangers (the river crossing, the Kalidahs and the Poppy Field). On their journey to the castle of the Wicked Witch of the West, the friends must face 3 waves of creatures sent by the Witch to destroy them. Once the Witch is defeated, Dorothy gains the Golden Cap, which allows her to command the Winged Monkeys (you guessed it!) 3 times. Not surprisingly, the ritual to summon the Winged Monkeys has 3 steps.
There is a little flexing of this pattern in the final leg of Dorothy's adventure. It looks very much like Dorothy and company have 4 encounters in this part of the story (the Fighting Trees, the Dark Forest, the China Country, and the Hammerheads). If I were to force it to fit the pattern, I would do so by not counting the Dark Forest. It was much more about the Cowardly Lion and giving him a place to rule, like Tin Woodman had the Winkie Country and Scarecrow had the Emerald City, than it was about the group having an adventure.
Both of these "Rules of 3" can be useful when preparing a story for an RPG. A fairy tale-style story can be easily created by setting up 3 simple scenes, each echoing a single theme or incident.
One of my players often makes the joke that the distance between any two places in my RPG worlds is "3 random encounters." (Even though I never use random encounters.) But it's not a bad idea. If you wanted to set up a list of random encounters for the characters to face, or just plan them into your story, it would make the land of Oz a bit more alive and interesting.
Thursday, November 5, 2009
A Very Merry Un-Birthday To Who? To Me!
It may not be my birthday today, but it will be tomorrow. I will be 31 years old. This is the second birthday of mine to be commemorated on this blog and hopefully not the last.
And have I got a present for you! This lovely map of Oz was created by the talented cartographer Steff Worthington for inclusion in my game, Adventures in Oz. He is also working on a lovely color map which will be made available as a poster on my Zazzle store and I plan on releasing that version of the map under a Creative Commons Non-commercial license. Until then, this map is copyright (C) me and usable only with permission or as otherwise allowed by Fair Use laws.
And have I got a present for you! This lovely map of Oz was created by the talented cartographer Steff Worthington for inclusion in my game, Adventures in Oz. He is also working on a lovely color map which will be made available as a poster on my Zazzle store and I plan on releasing that version of the map under a Creative Commons Non-commercial license. Until then, this map is copyright (C) me and usable only with permission or as otherwise allowed by Fair Use laws.
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Steff Worthington
Thursday, October 29, 2009
There's Something About a Zombie
Only a slightly Halloween themed post this year. I'm not even talking about real zombies. I'm talking about a situation some Narrators may find themselves in and the solution that I found.
The game was a pulp/fantasy/sci-fi mishmosh using the Cartoon Action Hour rules. The heroes had just escaped from an ancient genetics lab that had been taken over by the genetic constructs it produced. Not far off was a village made up of the ancestors of the scientists who worked in the lab. Naturally, there was a bit of conflict between the two settlements, with the genetics lab producing giant dinosaurs to stomp the village flat. The villagers were tough enough to fight the dinosaurs, but didn't have the resources for a frontal assault on the lab, so it had been a stalemate for decades.
Finally, with the intervention of the heroes, the stalemate was broken and the genetics lab released a new species to assault the villagers. One nastier and more dangerous than any dinosaur: The double-decker wolves! (One day, I might share the story of where that idea came from. It's pretty funny.)
I had expected the players to get their characters back to the village before returning to civilization at large. Only one of them decided to do so.
This left me in something of a bind. I had an epic battle planned with only one player participating. I could leave it out, but that would weaken the consistency of the world I was building. Thankfully, this was the end-of-the-session cliffhanger, so I had a week to think about it.
I have mentioned the Dream Park RPG as the inspiration for a couple aspects of AiO. Well, it came to my rescue once more. In Dream Park, a character may get "killed out" of a particular story, but can come back in the next story. Until the next story, that player has nothing to do, right? No, they get to play a "zombie." In the original Dream Park novel (it was a series of novels before it was an RPG), it describes players coming back to play actual zombies, but the RPG makes it clear that you don't necessarily have to play undead.
So I decided that while the one player who stayed in the village would play his character while the rest of the group would take on temporary characters, villagers who are defending their home. The idea caught on and the players would often create a "zombie" character while the party was split. When I started another game in that world recently (this time under the Savage Worlds rules), one of the players decided to bring in one of his former zombies in as his main character.
The game was a pulp/fantasy/sci-fi mishmosh using the Cartoon Action Hour rules. The heroes had just escaped from an ancient genetics lab that had been taken over by the genetic constructs it produced. Not far off was a village made up of the ancestors of the scientists who worked in the lab. Naturally, there was a bit of conflict between the two settlements, with the genetics lab producing giant dinosaurs to stomp the village flat. The villagers were tough enough to fight the dinosaurs, but didn't have the resources for a frontal assault on the lab, so it had been a stalemate for decades.
Finally, with the intervention of the heroes, the stalemate was broken and the genetics lab released a new species to assault the villagers. One nastier and more dangerous than any dinosaur: The double-decker wolves! (One day, I might share the story of where that idea came from. It's pretty funny.)
I had expected the players to get their characters back to the village before returning to civilization at large. Only one of them decided to do so.
This left me in something of a bind. I had an epic battle planned with only one player participating. I could leave it out, but that would weaken the consistency of the world I was building. Thankfully, this was the end-of-the-session cliffhanger, so I had a week to think about it.
I have mentioned the Dream Park RPG as the inspiration for a couple aspects of AiO. Well, it came to my rescue once more. In Dream Park, a character may get "killed out" of a particular story, but can come back in the next story. Until the next story, that player has nothing to do, right? No, they get to play a "zombie." In the original Dream Park novel (it was a series of novels before it was an RPG), it describes players coming back to play actual zombies, but the RPG makes it clear that you don't necessarily have to play undead.
So I decided that while the one player who stayed in the village would play his character while the rest of the group would take on temporary characters, villagers who are defending their home. The idea caught on and the players would often create a "zombie" character while the party was split. When I started another game in that world recently (this time under the Savage Worlds rules), one of the players decided to bring in one of his former zombies in as his main character.
Thursday, October 22, 2009
Making Gamers
It has been said that it is next to impossible to make gamers. You cannot just give people an RPG and expect them to go for it. That is one of the many things I picked up from the very experienced Aldo Ghiozzi and I have no reason to doubt him.
But the fact remains that it did happen. When Dungeons & Dragons debuted, there was no existing RPG market for them to draw off of. Vampire: The Masquerade also drew people into the hobby that might not have otherwise played. Several other games have tried this and failed. What did they do that worked?
Both games appealed to the non-roleplayer. D&D started life as a miniatures wargame with a few innovations. Vampire came out during the heyday of the goth subculture and gave players an opportunity to create a consistent world where they were all vampires and had plenty of reason to be goth and emo. Also, as we can see, they both connected with these groups when they were at their height.
With the 70th anniversary of the MGM movie this year, and the 100th anniversary of The Road to Oz for the Oz nerds, it seems like that is starting to happen. The third novel in The Wicked Years (A Lion Among Men) came out this year and Wicked is still going strong on Broadway with talk of a film adaptation. All of this sets a pretty fertile field for Oz activity of all sorts.
And I think an Oz RPG like Adventures in Oz has a lot to offer the Oz community. Oz gamers can finally have a rule system designed with Oz in mind. Oz scholars can enjoy picking apart the Oz reference material I have compiled for the book. Oz collectors can have one more item for their ever-growing collections. Oz art fans can bask in the new art that I have commissioned for the game. Oz writers and storytellers can have one more outlet for their imagination.
I think I can make some gamers. Are you going to be one of them?
But the fact remains that it did happen. When Dungeons & Dragons debuted, there was no existing RPG market for them to draw off of. Vampire: The Masquerade also drew people into the hobby that might not have otherwise played. Several other games have tried this and failed. What did they do that worked?
Both games appealed to the non-roleplayer. D&D started life as a miniatures wargame with a few innovations. Vampire came out during the heyday of the goth subculture and gave players an opportunity to create a consistent world where they were all vampires and had plenty of reason to be goth and emo. Also, as we can see, they both connected with these groups when they were at their height.
With the 70th anniversary of the MGM movie this year, and the 100th anniversary of The Road to Oz for the Oz nerds, it seems like that is starting to happen. The third novel in The Wicked Years (A Lion Among Men) came out this year and Wicked is still going strong on Broadway with talk of a film adaptation. All of this sets a pretty fertile field for Oz activity of all sorts.
And I think an Oz RPG like Adventures in Oz has a lot to offer the Oz community. Oz gamers can finally have a rule system designed with Oz in mind. Oz scholars can enjoy picking apart the Oz reference material I have compiled for the book. Oz collectors can have one more item for their ever-growing collections. Oz art fans can bask in the new art that I have commissioned for the game. Oz writers and storytellers can have one more outlet for their imagination.
I think I can make some gamers. Are you going to be one of them?
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