Thursday, December 25, 2008

Merry Christmas, Everybody!


I bet you were wondering if I would bring myself to post this Thursday, or if I would wait until the holiday was over. As it turns out, I've got just enough time while the rice pudding is in the oven to get this posted.

My playtesters have already received their Christmas present. The latest playtest kit is headed their way as we speak. Now to gift the loyal readers of my blog with a new Oz art preview.

This is the Tin Woodman as done by Brad McDevitt. This is copyright Brad and used with permission.

For those not in the know, L. Frank Baum wrote his own version of the legend of Santa Claus, called "The Life and Adventures of Santa Claus". It is, interestingly enough, the only hardcopy Baum book that I own. Both Jared Davis and VoVat have extensive blogs on this tale, so I won't bore you by rehashing what they've already said. I will say that it's my least favorite of Baum's works. Not that it's badly written (Baum's worst book is still more readable than some author's best book), but the simple fact is that Santa does little throughout the book but make toys and deliver them. All of the conflicts and challenges that Santa faces are instead overcome by his fairy friends.

Thursday, December 18, 2008

I'm on Youtube!

Just put together a quick little promo video for Adventures in Oz. Check it out! No clever little soundtrack for this one, but maybe next video I'll come up with something.

Also, I've got the Winkie Country preview uploaded to the site, featuring Bear Center and Oogaboo. Playtesters should be getting the rest of Winkie Country in about a week or two, as well as some changes to the game's rules. Some of it is closing holes that have been revealed by playtesting and some of it is stuff that I've been meaning to put in for a while but haven't gotten around to.

Thursday, December 11, 2008

Onward to Adventure!

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.

Thursday, December 4, 2008

Time vs. Money, Fluff vs. Crunch

A wise man once told me that time and money are rather interchangeable. If you don't want to spend money on something, spend the time to make it yourself. If you don't have the time, spend the money for someone else to do it for you. Art is a good example. It would be impractical for me to spend the time to produce satisfactory art for the game (my stick figures suck), so spending money is the most efficient route to cover that.

For a good portion of this project, I've had plenty of time. When I started blogging, I was unemployed, and I was not gaming. Then I got a job. Then I got a gaming group. Now I'm working overtime. Time is rapidly becoming a precious commodity. I'm wondering if I should hire writers to work on the rest of the material. Especially with the beast that is Quadling Country staring me down.

On top of that, some "conventional wisdom" in the gaming industry says that your first supplement should follow very soon after (within 3-6 months) so that your fans know your are serious about the project. Some publishers have even mentioned avoiding publishing their game for a time, in order to give the supplement time to be completed.

The trick is, in the highly competitive RPG industry, there's no assurance of success. If the main book turns out to be a loser, why should I invest on a supplement that will just lose money?

On the other hand, marketing is important. My opinion is that the reason so many games fail is due to marketing. This extends to the prepublishing process of market research, as well as the actual promotion of the product. And part of that promotion is creating the impression that your company is not a fly-by-night operation and that the product will be supported. It's one of the reasons I started blogging back in April.

Which brings up the next part of this week's subject: Fluff vs. crunch. For those not in know, these are terms that RPG fans use to delineate rules and mechanics (crunch) from setting information and Narrator advice (fluff). Books that offer solely "fluff" generally do not do well commercially, but that's largely the kind of book that it's going to be. Of course, depending on the material that gets covered, there may be room for more character templates, some spells and magic items, and maybe enough "crunch" to make it worthwhile.

Thoughts, guys?

Thursday, November 27, 2008

Happy Turkey Day Everyone!

Those of you in the United States are celebrating Thanksgiving Day, hopefully with your families. I hope everyone has a wonderful day today and has something to be thankful for.

I'm personally thankful that I've been able to make the progress that I have on this game over the course of the last year.

I am coming to realize that most of my vocal readership is actually from the Oz side of the fence. I'm not sure how much my dithering about the word "campaign" last week really made sense to a number of you. So here's a little glossary of RPG terms with some discussion and explanation.

Player Character (or PC): a character played by a player. This term is also useful for conflating player and character. Although my writing tries to separate the player (the person sitting at the table eating all your Cheetos) from the character (who is running from kalidahs), it can get confusing sometimes. Alternate terms: character, hero.

Game Master (or GM): A player who takes on the role of the world that the rest of the characters adventure in. They are often responsible for catalyzing the story by presenting a situation that the player characters must respond to. They also have to portray every character that the other characters meet, both allies and enemies. This isn't as difficult as it sounds, since the adventurers will only interact with one or two people at any given time. Alternate terms: Dungeon Master (D&D), Storyteller (White Wolf), Narrator (numerous games), Producer, Director (these are mostly from games based on television and movies). I debated using Historian, since L. Frank Baum was the Royal Historian of Oz, but decided that there were enough terms out there. Mike Conway does use Historian as the term for Game Master in his "Heroes of Oz" RPG.

Non-Player Character (or NPC): A character portrayed by the Game Master. Alternate terms: Narrator Played Character (uses the same acronym), supporting cast

Adventure: A story created by the players of an RPG. Also, a story structured to be told in an RPG format. Alternate terms: story, scenario. Published adventures are occassionally also called modules.

Campaign: A series of adventures connected by common elements, typically the continuing adventures of the player/characters. Alternate terms: chronicle (White Wolf), series.

As you can see, there is some flexibility in the use of the terms.

Thursday, November 20, 2008

Work on the Winkie Country document proceeds as time and life allow.

One thing that I've been having difficulties with is how to make people want to play the game. Raising the bar on the setting material is something that I hope will help. What I'm thinking of doing right now is coming up with a number of campaign frames.

For those readers who are not gamers, a campaign frame is much like the premise of a TV show. It tells the viewer (or player, in this case) what the game is about. This can help a player create a character that will be appropriate and also give them an idea of what kind of adventures to expect. Especially with a setting as expansive as Oz, it can be daunting for a Game Master to use even half of what is out there. Here are a few examples that I've thought of so far:

Princess Ozma's Exploratory Mission: After the troubles with the Skeezers and the Flatheads, Ozma decides that she cannot afford to have so much of her land unexplored and uncivilized. She has commissioned a band of explorers to make diplomatic contact with every community they find.

Notes: This is probably an optimum campaign frame for most games. It gives the characters a very good excuse to explore Oz and stick their noses into all sorts of things.

Over the Rainbow: The characters are from the outside world and find themselves in Oz or it's neighboring fairylands. At least early on, the quest will be to find a way home, though the players may decide to keep exploring the strange places they encounter, or settle down in the Emerald City, in which case it becomes a rather different campaign.

Notes: This is the kind of thing people typically expect of Oz, so it certainly has it's uses. Character types are somewhat limited, as a Crafted Person or Large Animal will typically not make sense as part of the initial party (Hank the Mule is something of an exception), but they could certainly be added to the group shortly after arrival. This campaign is generally of finite length. Either the heroes will return home and the story will end, or they will decide to stay, in which case it becomes a different sort of game.

Any other ideas?

I am actually somewhat leery of the use of the word "campaign" in this context. It comes from the war-gaming roots of RPGs, where a campaign was a series of battles. While it makes sense for a game like Dungeons & Dragons, where the game is built around battles, it makes less sense for a game like "Adventures in Oz". White Wolf's World of Darkness games tried to propogate the term "chronicle" for an extended story or connected series of stories, but that just seems a bit pretentious. So is the World of Darkness, so I suppose it works. I find myself preferring the term "series" or "game", but for some long time gamers, I'm sure old habits die hard.

Thursday, November 13, 2008

The future will be Interactive!


There is now one more way to get in touch with me and let me know what you think about the game. New on the site is a "shoutbox". As soon as I figure it out, I'll have it linked here too, so whether you're a browser or a blogger, you can make your voice heard.

Also, if you help promote the game on your site, I've put together a banner ad.

And if you're thinking that I'm throwing these fancy toys your way to distract you from the fact that I haven't been working on the project, you'd be wrong. The Munchkin Country document is very nearly complete and will be going out to playtesters within the next 48 hours. Then it's off to Winkie Country.
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