It may be that my worry 0ver supplements last week was overwrought. I was thinking that I would have to produce another setting supplement, with all the research, writing, and interpretation that would require. However, a thought occurred to me: Why not make an adventure supplement?
The first big reason is demographic. At least two major portions of my game's intended market are Oz fans (who may not have gamed before and might appreciate help coming up with adventures) and parents introducing their kids to gaming (who have many other things to do besides creating adventures for their group). A supplement containing ready-made scenarios would be a good thing on both counts.
The second reason comes from a rather different quarter. In many quarters of the RPG community, there are those who say that adventures generally don't sell well, except for D&D. Ken Hite (whom I have had the honor of meeting) goes a step further by pointing out that Call of Cthulhu has a rather successful adventure line. He even goes the step farther to explain why.
Because both games are designed with an eye to creating a specific kind of story, their customers are more likely to buy adventures that support that kind of story: "dungeon crawls" for D&D and occult mysteries for Call of Cthulhu. Oz stories also have a rather similar structure that could be fun and easy to emulate.
A few more bits of news:
Although one of my early goals was to have the game finished and ready by DunDraCon, that has become pretty much impossible. Although the game may not be for sale there, it will still be played. I have managed to get "The Magic Belt of Oz" on the schedule for the convention. I will be running the game as part of their kids program.
If all goes well, I should have the Winkie preview posted to the site by next week.