Showing posts with label The Land of Oz. Show all posts
Showing posts with label The Land of Oz. Show all posts

Wednesday, May 22, 2013

Mombi the Yookoohoo?

Back when I was designing AiO, I went through the stories in significant depth to make sure that everything that happened in the books was possible in the game. But there were still some things that didn't quite fit. "Edge cases" we call them. And one of them was Mombi.

For those who haven't read the novels, Mombi is the former Wicked Witch of the North. Before she was replaced by a Good Witch (who was not Glinda), she hid away Princess Ozma so that the Wizard could assume the throne of Oz. We first meet her in The Marvelous Land of Oz where she has been reduced to a mean old woman who dabbles in magic.

But the kind of magic that she does is kind of surprising. Most, if not all, of her magic is shapechanging, or as it is called in AiO, Transformation. But that's a power that Sorcerers (the most common type of spellcaster, based mostly on Glinda and the Wizard) don't get. For a while, I thought that she might have it as a unique power of some kind, sort of the like literary Wicked Witch of the West and her telescopic eye.

It only came into focus within the last week. Maybe it was talking with Pete about the magic system and explaining exactly what a Yookoohoo is. Maybe something on the Adventures in Oz Tumblr. We may never know.

I realized that even though Mombi didn't fit well into the mold of a Sorcerer, she fit being a Yookoohoo nearly perfectly. The only magic that she uses that isn't a Transformation of some kind is using the Powder of Life, which is a magic item, anyway.

 Does this make her any less of a Witch? I don't think so. Remember that Glinda was described as a Witch in Wizard, but afterwards, she is generally known as a Sorceress. My personal theory is that Glinda was given the title of Good Witch because she was a magic user who was opposed to the Wicked Witches who ran the east and west. With the defeat of the Wicked Witches, Ozian politics was more able to accept nuance and Glinda asserted herself as a Sorceress, a practitioner of Sorcery rather than Witchcraft.

Therefore, I find it perfectly reasonable that Mombi took the title of Wicked Witch (or had it given to her) because it suited her role regardless of her precise powers.

Thursday, October 18, 2012

With Friends Like These...

For quite some time, I've billed the Friends List/Oz Point mechanic as a way to encourage players to make friends and be helpful as they play. But what if we could use that motivation for evil instead? While you could theoretically rebuild the Friends List into an Enemies List, that would be more work than I would ask of you (though those sufficiently motivated to do so are encouraged to tell me about it). So right now, we'll be talking about evil friends.

If all the players agree, you might choose to do a wicked (though not necessarily Wicked) campaign. Players choose villains for their Starting Friends and earn Oz Points for helping their wicked schemes. All of the characters might have a single evil patron (they are all Nomes invading Oz and so all of them choose the Nome King as their Starting Friend), or each of them takes a different villain as their patron (such as the various Wicked Witches).

Another angle, and one that I think provides an interesting moral dimension to the game, is for the Narrator to sneak in a wicked friend. Perhaps your party of Oz explorers  finds an old woman in trouble and they help her out. They're ready to accept the Oz Point they've just earned for making a new friend and to add a new name to their Friends List. And the Narrator tells them "Mombi."

If your players know the Oz stories, they should be very wary of tying themselves to Mombi, the former Wicked Witch of the North. If they don't recognize the name, then they're ready for the next stage. Because Mombi wants something. It might be small and simple to start, and it will get the players Oz Points, so they'll probably go along. But eventually, they'll realize that she's up to no good.

What makes this interesting is that the characters are now getting Oz Points for doing something that is decidedly bad. And this bribe is just as strong (in fact it's the exact same bribe) as the one to be good and helpful. And depending on who else is on a character's Friends List, you get the ability to set up some interesting conflicts.

Suppose Mombi wants Glinda's Magic Book of Records. If both Mombi and Glinda are on your Friends List, that's bound to be an interesting choice. If you steal the Book for Mombi, you get an Oz Point. If you tell Glinda about the plot and help her thwart Mombi, you get an Oz Point. Which do you choose?

Another possibility that could work for a darker campaign: Allow the players to choose Starting Friends as normal, but establish as part of your campaign setup that these people are prisoners of the campaign's villain (and since some people may enjoy taking established characters as friends, this could have an interesting impact on the setting as a whole). And in order to help and free these friends, the players must do some favors for the villain. This creates the same sort of scenario where the players are rewarded for the bad things that their characters do, but lets them retain a veneer of heroism. And if the campaign allows for the prisoners to be released and/or the defeat of the villain, all the better.

Thursday, March 17, 2011

Dr. Nikidik, I Presume?

While Baum was not famous for consistency within the Oz stories, the differences between the two appearances of the Powder of Life were significant enough to affect how they were represented in the rules of AiO. But were they really intended to be the same?

David Maxine does accurately point out that while Dr. Nikidik's Celebrated Wishing Pills are indeed a product of Dr. Nikidik, the Powder of Life isn't necessarily. Though the connection is strong enough for Gregory Maguire to have Nikidik's appearance in Wicked include a demonstration of a prototype Powder of Life.

In The Road to Oz, we learn some more details of the fate of the Crooked Sorcerer. He apparently fell off of a precipice and died (this is apparently before Baum instituted the "no death" rule), leaving his possessions, including a small batch of the Powder of Life, to a distant relation named Dyna. This Powder was used to accidentally animate a blue bearskin rug, creating a rather pathetic creature.

But in The Patchwork Girl of Oz, we meet Dr. Pipt, who claims to be the inventor of the Powder of Life. He also claims that he gave Mombi (and ultimately Tip) the batch that was used to animate Jack Pumpkinhead, the Sawhorse and the Gump. He doesn't mention the Wishing Pills, so it's certainly possible that Dr. Pipt and Dr. Nikidik are two different people.

However, this does not tell us who died and left the Powder of Life to Dyna. Did Dr. Nikidik fake his own death? Or did he actually try to kill himself only to be thwarted by the magic of Oz? Maybe the bearskin rug knows. But without the lungs he used to have, he is rather unable to speak.

Although when you think about it, many things without lungs are able to speak in Oz. Maybe it's actually a curse of silence. So lifting the curse may be the first step in unraveling the mystery. Where it leads is up to you.

Thursday, November 4, 2010

Oz Character of the Month: Jack Pumpkinhead


There are those who would say I'm late with this one, but I say I'm right on time.

Name: Jack Pumpkinhead
First Appearance: The Marvelous Land of Oz
Template: Crafted Person

Size: 3

Athletics: 2
Awareness: 3
Brains: 2 (pumpkins)
Presence: 3
Sneaking: 1
Wits: 2

Traits: Crafted, Craftsman: Pumpkins

Friends List: Ozma

Jack Pumpkinhead is the most curiously mortal being in the land of Oz. While his wooden body will not wear out, his pumpkin head spoils on a regular basis. So he maintains a pumpkin farm in the Winkie country near the Emerald City so he always has a fresh pumpkin on hand to carve into a new head whenever he needs it. He has also carved a home from a particularly large pumpkin where he entertains guests and serves them various pumpkin-based delicacies, made from pumpkins that he has no need of as heads.

Thursday, September 2, 2010

Oz Character of the Month: The Thing

Things are getting pretty crazy here at the Wall household. For one thing, the household is moving to another house. Also, I have recently changed jobs to something that is hopefully much less stressful. And most exciting of all, I have become engaged to the most charming girl and am hip-deep in wedding preparations. I apologize if any of these causes the blog to suffer.

For this month’s Oz Character of the Month, we bring you a character you may not really think of as a character.

Name: The Thing
First Appearance: The Marvelous Land of Oz
Template: Large Animal

Size: 4

Athletics: 3 (Long Distance Flying)
Awareness: 3
Brains: 1
Presence: 1
Sneaking: 2
Wits: 2

Traits: Crafted, Flight, No Arms

Friends List: Ozma

The Thing (sometimes called the Gump, though this isn’t wholly accurate) was assembled as a vehicle of escape when the Emerald City was under siege from General Jinjur and her army. Two couches form its body, while four palm fronds function as wings. A broom serves as a rudder, and the mounted head of a Gump provides intelligent guidance. This entire assemblage was animated with the power of the magical Powder of Life owned by the boy Tip. Once the emergency was over, the Thing chose to be disassembled into its components. While the Gump’s head still bears the enchantment of life and speaks whenever he chooses, all of the Thing’s other pieces have resumed their previous, unliving, roles around the palace.
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