Where's the American Fantasy RPG?

L. Frank Baum's Oz series established American Fantasy as a genre, and yet it hasn't had much influence on popular tabletop role-playing games despite several fantasy authors providing the inspiration for co-creator Gary Gygax's Dungeons & Dragons. Why not?

L. Frank Baum's Oz series established American Fantasy as a genre, and yet it hasn't had much influence on popular tabletop role-playing games despite several American fantasy authors providing the inspiration for co-creator Gary Gygax's Dungeons & Dragons. Why not?

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Picture courtesy of Pixabay.

American Fantasy Defined

As described in The Fantasy Tradition in American Literature, the tenets of American Fantasy include a contrast between real world struggles and a fantasy land (Kansas vs. Oz), the Garden of the World set in the midst of the Great American Desert (Oz), and pastoral qualities that encompass the heartland like corn fields, crows, wildcats, and field mice. Baum's Oz is different in character but similar in texture to American agrarianism.

There is technology too, always at the cusp of becoming ubiquitous, with objects taking on a life of their own. Baum was uneasy about the impact of technology on society: concerned about the impact of "flying machines", worried about what would happen to premature children in "incubators", and wary of slick-talking characters using gimmicks and puppetry (the titular Wizard of Oz). Judging by the abuse Baum heaps on an animated phonograph, he wasn't a fan of recorded music either.

As Brian Attebery puts it in The Fantasy Tradition:

"Oz is America made more fertile, more equitable, more companionable, and, because it is magic, more wonderful. What Dorothy finds beyond the Deadly Desert is another America with its potential fulfilled: its beasts speaking, its deserts blooming, and its people living in harmony."

Gygax and Dave Arneson were following a European tradition, itself descended from historical battles of interest in Chainmail, infused with their own American influences, such that little of Oz appears in D&D. At least not overtly.

Ozian Elements in Plain Sight

Jack Vance's influence on D&D is significant. From the "Vancian" spellcasting system to the Eye and Hand of Vecna, Vance's work permeates the game. Vance was a big fan of Baum's work and cited him as a major influence. One character recreates the Land of Oz in The Madman Theory (written by Vance under the pen name Ellery Queen), but Baum's influence goes beyond that work and appears in the Dying Earth series, as explained in Extant #13:

"...I speculated that the Phanfasms inspired the village of Somlod, as seen through the lost lenses of the demon Underheard (Cugel the Clever), and that Sirenese society, in The Moon Moth, was inspired by the Whimsies. Among the scarce commentators on Vance there seems little interest in the Baum influence, while influences which are minor or even nonexistent are often emphasized, such as Clark Ashton Smith."

Cugel, whose adventures take place in The Dying Earth setting, has more in common with the Wizard of Oz than Dorothy of course, and his adventures would go on to form the thief archetype in D&D, as per Gygax:

Of the other portions of the A/D&D game stemming from the writing of Jack Vance, the next most important one is the thief-class character. Using a blend of “Cugel the Clever” and Roger Zelazny’s “Shadowjack” for a benchmark, this archetype character class became what it was in original AD&D.

The Dying Earth wasn't a fantasy world, but a post-apocalyptic one set long after technology had fallen into decay. And that's a hint of where we can find Oz's influence.

Talking Animals, Weird Technology, and Untold Wonders

D&D has strayed from its cross-dimensional sci-fi roots, but one game has never wavered from its focus on a post-apocalyptic world filled with strange beasts, ancient technology, and hidden secrets: Gamma World.

The parallels between Gamma World and Oz (where animals can talk, characters can play robots, and humans are relics of another world), as filtered through Vance, finally gives Baum his due. If Baum was so influential on Vance, why hasn't there been more discussion of the parallels? The editor of Extant #13 explains:

"Given Vance’s own repeated and enthusiastic declarations regarding Baum, as well as the obvious parallels between Vance’s favorite Oz book (The Emerald City of Oz) and several of his own stories, I cannot rid myself of the suspicion that this lack of interest suggests an enthusiasm about certain subject matters and styles rather than an interest in Vance as such. I also suspect the Baum influence lacks appeal because he seems old fashioned, quaint and childish. The fashionable taint of the weird is absent."

This may be why Gamma World has struggled to find its audience like D&D has. Where D&D's tropes are so embedded in pop culture to be ubiquitous these days, Gamma World—like Oz—has alternately been treated as ludicrous, deadly serious, or just plain wacky ... the same criticisms leveled at Baum.

It seems we already have our American Fantasy RPG, it’s just a little “weirder” than we expected.
 

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Michael Tresca

Michael Tresca

Whizbang Dustyboots

Gnometown Hero
FYI, Tolkien didn't forget about Tom. All the adaptors of the saga seem to think he's extraneous and miss the extremely important thematic point of him, that detour episode, the trees and barrow-wights, and the power of the Ring.
I think there's a difference between Tom and that whole set of sidequests in the Hobbit as an artistic pursuit and how it fits together as a world.

All of the jokes about "why didn't Gandalf just call the eagles" are nothing compared to "why didn't anyone just ask Tom if he could help save the world?"

Tolkien was special, and a monolith of the genre, but he's not all encompassing. And even he stood on the shoulders of MacDonald and others who came before him. Each generation of creators can build upon the last and reach new heights, if we strive for them.
The Venn diagram of people who love Lord of the Rings but claim they hate Beowulf makes me super-sad.
 

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Not sure what counts as "American Fantasy RPG" if stuff like Dresden Files, Call of Cthulhu, Shadowrun, or The Deadlands don't make the cut

I have to agree here -- if I think of American Fantasy, it's not OZ I think off (and I haven't really seen any strong support for that position; even the OP simply cites his own post as support for this) it's Harry Dresden, Sandman, and, in general, Urban Fantasy that jumps to mind. Deadlands =- a great citation -- is another example; the classical American genre of The Western being used as for fantasy roleplaying.

Oz doesn't even read as very American to me. Apart from Dorothy it seems much more European fairytale than Americana.
 


Retreater

Legend
Oh, and I have been remiss for not mentioning this before now: If you want to try Appalachian fantasy, Dungeon Crawl Classics has recently reprinted a collected Chained Coffin book, which features the Shudder Mountains, a fantasy setting inspired by the Silver John stories of Manly Wade Wellman. Both the stories and setting are worth a look.
Appalachian fantasy, you say? Music to my Kentucky ears. (Not bluegrass, thankfully.)
Edit: Drats, it looks like another of those $50 collectors editions they like these days. And on top of it, published for a weird system I can't play.
 


Whizbang Dustyboots

Gnometown Hero
Appalachian fantasy, you say? Music to my Kentucky ears. (Not bluegrass, thankfully.)
Edit: Drats, it looks like another of those $50 collectors editions they like these days. And on top of it, published for a weird system I can't play.
You need to run, not walk, to the nearest library or ebook source to get your hands on some Wellman.

And Dungeon Crawl Classics is forked off of early D&D but stays very simple. It's pretty straightforward to use with D&D.
 

MarkB

Legend
I think part of the problem with superheroes for RPGs is the combination of high power levels with hyper-specialisation. Essentially, if a particular challenge falls within the ballpark of your power set, you'll be able to apply game-breaking levels of power to it, but if it doesn't, you'll be utterly outclassed.

It prevents the GM from creating a natural, varied scenario. The only way to ensure everyone gets to participate is to provide a constant mix of challenges tailored to their individual specialities, and telegraph them sufficiently that none of the players goes after the 'wrong' hook and winds up facing someone else's nemesis.
 

Tonguez

A suffusion of yellow
Zero to hero's not usually part of the superhero flow. Or rather, it's non-super powered to super powered - it's a binary. There's no sense of progression typically.

I dunno, you’ve got the entire Xaviers School and shows like The Flash, Smallville, The Greatest American Hero, Arrow (via flashback) which cover a whole lot of ‘learning to understand their powers” and gaining new powers as they ’level up’.
Even where learning powers is skipped over theres often an implied training montage. Maybe not zero to hero, more Chuck 1.0 to Chuck 1.5
 
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Retreater

Legend
You need to run, not walk, to the nearest library or ebook source to get your hands on some Wellman.

And Dungeon Crawl Classics is forked off of early D&D but stays very simple. It's pretty straightforward to use with D&D.
Luckily, as a librarian, I am in a library at this very moment. :)

So DCC would be basically compatible with other OSR systems, like Old School Essentials? All I know about it is that it has a bunch of tables, uses dice no one has, and has a crazy magic system that isn't like any other edition's magic.
 

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