Thursday, August 30, 2012

The Trouble With Magic

Whether you call it witchcraft or sorcery, one of the big problems of being a spellcaster in Oz is the fact that it's illegal. Argue with the details if you like, but it's proven itself to be a good policy.

But what if one of your players wants to have a magic-using character? While it's fairly easy to say no (I even sort of recommend it in the rulebook), let's take some time to look at the ways to say yes to magic.

Ignore it: Simply that. If your player wants a magic-using character, let them do it. If you're concerned with continuity, make it a "historical" game. From the time of the Four Witches Era through the Scarecrow's Reign and early into the Rule of Princess Ozma, magic was unregulated.

Avoid it: Allow a magic-using character, but keep them out of the Emerald City or any other place where their magical talent could get them into trouble. Or maybe set up your game so that the party is on the run, being pursued across Oz by the Soldier with the Green Whiskers, just like Richard Kimble was chased by Lieutenant Gerard or David Banner was on the run trying to avoid Jack McGee. (JFGI)

Skirt the law: While the law may prohibit the practice of magic, there is nothing wrong with being magical. Many of the queer and unusual inhabitants of Oz have some bit of magic in their background. Unicorns live in the Forest of Gugu and other magical creatures may certainly be found in various corners of Oz.

Register: This may be the climax (or at least major turn) of a pursuit campaign, or it may be a background event in a newly launched Sorcerer character. In my playtest campaign, we decided that our Sorcerer was an apprentice of the Good Witch of the North in order to avoid any potential issues. Exactly what registration entails is pretty vague. Some writers prefer treat it as a simple matter of paperwork, while others may enjoy a little Ozzy courtroom drama before handing out Wizard Licenses.

I actually like the idea of a trial for this scenario. Because I think Princess Ozma is going to want to make sure that any licensed spellcaster is going to use their ability for the benefit of Oz as a whole. This can either make the trial a fun scene as the players recall all of the people they've helped in their adventures, or an adventure hook itself, as the spellcasting character is asked to prove their intentions by going on a special mission.

Thursday, August 23, 2012

The Cardinal Witch Project

Now that I've gotten a certain amount of baggage off my chest, I think I'm ready to say something constructive about Witches.

In my last post, I mentioned the "Cardinal Witch Theory" and how I didn't care for it. The main reason I dislike it is that it is mostly used as an excuse to bring back the Wicked Witch of the West so that the writer can recreate that particular Oz story dynamic in their own work. Unfortunately, over the years it has become a cliche of groan-worthy proportions.

What can be done to rescue this tired, worn out plot device? Let's take it to its logical conclusion. And rather than using it to tell the same tired story, let's use it to open up new story options.

If the Cardinal Witch Theory were true, then the Mantles of the East and the West would both need new hosts after Dorothy's first adventure. Who are these replacements? There's no guarantee that the replacements would be Wicked. Both the North and South had Wicked Witches that wound up being replaced with Good Witches, so it's not a sure thing.

Here's an idea that would make for an interesting roleplaying scenario: Your party has discovered the next Witch of the West wandering around the Winkie Country. But she (or he!) is new to the power and hasn't decided if they are a Good Witch or a Wicked Witch. So the things your characters do and teach her will influence which side she eventually settles on. If a player wants to have a Sorcerer character and is interested in a roleplaying challenge, this could be a fun role for them.

And what about the North and South? We've met both the Good Witch and the (deposed) Wicked Witch of the North, so death or destruction is not necessary to pass on the Mantle of a Cardinal Witch. What circumstances are required to cause the power to move from one person to another? Can it be triggered deliberately? Or does the Mantle itself make the decision for reasons only it knows?

What if Glinda stopped being the Witch of the South? Would she still be able to use magic? Would she still be allowed to rule the Quadlngs? Why did she lose the Mantle? Who is her successor?

All of these questions can fuel several stories, whether you choose to write them down or play them out.

Sunday, August 19, 2012

Ever since Tim Brannon was kind enough to post his review of Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road, I've wanted to repay the favor by blogging about one of his favorite subjects: Witches. It's actually a subject that I haven't touched on very much and every time I stared at this screen trying to write that blog, I've been confronted with all the reasons that I haven't gone into depth of the witches of Oz.

1 ) Book vs. Movie. One of the most famous of the Oz witches is, of course, the Wicked Witch of the West. This is due to the very memorable performance of Margaret Hamilton in the classic MGM film. But the book version of the WWW is a different character with a smaller role in the story. I could go into depth, but that's one of the blogs I've been trying to avoid writing. Because if you've read the book, you know all of that already. If you haven't read the book, it tends to come off as movie trivia ("Look at all the things you don't really know about the Wicked Witch of the West!").

2) Cardinal Witch Theory. This is the idea that there must always be a Witch of the North, South, East and West. People tend to like this idea because it lets them put the Wicked Witch of the West back into play. But it's not supported by the rest of the series. Once the Wicked Witch of the West is defeated, the Tin Woodman takes over ruling her territory and does so for the rest of the series. There is also no successor to the Wicked Witch of the East. But of course, since all we see of her is a pair of feet under a house, we don't care about her as much.

3) There's more to Oz than the Yellow Brick Road. Look at the top of your screen. That's what this blog is called. Because one of the things that I wanted to do from the beginning was to reinforce and encourage the idea that Wizard is only one story of Oz. Not only are there several other Oz stories out there (that are a fantastic joy to read), but AiO is about creating Oz stories of your own. So my objective is to give you a broad range of ideas, rather than stick you with one story, one format, one style.

Friday, July 27, 2012

Just a quick one

First of all, the Christmas in July sale I mentioned in my last post does not end today, but instead continues until Sunday. So you still have a couple of days to save 25% on Adventures in Oz Fantasy Roleplaying Beyond the Yellow Brick Road.

Also, July 27 (today) is Gary Gygax's Birthday. He would be 74 years old today. For those who missed it the first time around, here's Gary's signature character Gord the Rogue statted for AiO.

This weekend is also the Winkie Convention in Asilomar, California. Good luck and Ozzy fun to all who are able to attend this weekend. I wish I could be there.

Tuesday, July 24, 2012

It's Christmas In July!

DriveThruRPG and RPGNow are having a Christmas in July sale this week. From now until Friday, you can get a whole bunch of cool stuff, including Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road, for 25% off. Lulu is currently offering 20% off on their site with the coupon code SILVER.

I also got a very lovely Christmas in July Gift in the form of a new review (5 stars!). You can read it here, here or here.

Friday, July 20, 2012

The Long Tail

I don't know if you've noticed that the blog has been getting a bit more irregular over the last month or two. There's a reason for that. A couple reasons, really.

The big one is that Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road has entered "Long Tail Mode." The initial rush to check out the new shiny is over. Now it's just a few sales a month. A check once or twice a year. And my efforts to promote the game via this blog are not changing that trend.

Does this mean that I'm giving up? Not on your life. This blog has been a part of my life for the last four years. The game itself has been a viable product for 2. That's not something you just quit.

It does mean that I'm going to have to re-strategize a few things. While I had hoped that profits from AiO would feed the rest of my publishing enterprise, it looks like I'm going to have to get more creative than that. I'm currently contemplating a crowdfunding drive to bring AiO into stores. What I do next will likely hinge on the success or failure of that project. I don't think I could give up publishing and blogging (it's in my blood now), but it will determine the shape that future projects will take.

While I'm not quitting the blog, I will be slowing down some. Other projects are commandeering my time and brainspace with non-Oz stuff. And also, after four years of pretty regular updates, it's getting harder and harder to find something that I haven't blogged about. So one thing I did over the weekend was add LinkWithin to the blog, so you can see potentially related posts from the last four years. And don't forget to check out the tag list over on the side to see what I have said about certain topics of potential interest.

Don't forget, I do listen to my fans. If you want to get in touch with me about anything, feel free to leave a comment on the blog, put something on the Facebook page, or drop me an email at adventuresinoz@thegame.com

Saturday, July 14, 2012

Can't We All Just Get Along?

This one's a little ranty, but in a good way.

As I'm touring through the RPG scene, I see a lot of people looking for a game to try with their kids. And I'd love to recommend Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road, but as they go into detail, I realize that AiO isn't the game for them. Because they explain that they've already taught their kid how to play a boardgame, and watched the youngster play video games. And so, they're now looking for some game to provide the "next step" towards roleplaying.

I find this incredibly irritating. Because there are two different parts to a roleplaying game: The roleplaying and the game. These parents are trying to start with a game and then add roleplaying. I can understand at least some of why they do it. By focusing on the game aspect, a new player can still have fun with the game elements even if the roleplaying doesn't really take off. And also, it's often how the parent learned to play. Remember that D&D spent some time as a revolutionary miniatures wargame before it was acknowledged as the father of RPGs.

And they're really selling their kids short. Because if there's one thing that kids can do even better than grownups, it's imagine. And that's the heart of roleplaying right there: Imagining that you are someone else, in some other place. So instead of starting with a game and treating roleplaying as optional, why not make it the core of the experience?

And one of the other downsides of this "game first, roleplaying second" view is that it tends to emphasize combat. Sample scenarios are often just a gridded battlemat with some terrain on it, some "bad guys" and just enough backstory to justify why we shouldn't feel bad when the bad guys fall down and don't get back up. And is that really what we want to be teaching our kids?

Why not teach our kids to be creative problem-solvers? Let's teach them more than how to choose the best weapon. Let's teach them that weapons aren't the only way to solve problems. If you're doing this in the games you run for your kids, whatever rule system you use, more power to you! I just happen to think that AiO supports imaginative play very well.
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