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
If you're using OSE, 99 percent of the spells will be in there, or a very close facsimile. Basically, in DCC, every spell is wild magic and has a custom table. Get past that and either handwave or add a luck mechanic to things (honestly, you can just skip it) and OSE will be fine.

The only other things to know are that DCC has almost no repeated monsters, since it's going for a weird fantasy vibe, and that there are 5E-style warlock patron figures that give spellcasters their power in DCC (and eventually ruin their lives). The one in Chained Coffin -- an Old Scratch analogue -- is important, but he can just be a powerful NPC as far as you're concerned.

EDIT: Oh, and the Zocchi dice are a weird affectation. You can totally ignore them by using the nearest alternative or just by rolling a higher die and ignoring stuff outside the prescribed range.
 
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Whizbang Dustyboots

Gnometown Hero
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.
True. I used to run V&V for years, and either adventures need to be completely bespoke (a Batman adventure is not a Flash adventure, nor vice-versa) or incredibly generic.
 


Hussar

Legend
I have to agree with the general sentiment here about why American fantasy isn't really present in D&D. D&D is based on medieval fantasy. There isn't a Medieval period in American history. It doesn't exist. So, stories about knights, and castles, and whatnot don't fit at all in an American setting.

I can't even really imagine what an "American" inspired D&D would look like.
 




Von Ether

Legend
Comparing Oz to LoTR at the time seems a bit off because Oz was written a half a century earlier and before WWI, which seemed to permanently change the Western psyche.

And Tolkien had previous practice with the Hobbit which was still a generation (and world war) after Oz. But at last Hobbit is more apples to apples being a children's book.

Comparing the fantasy legacy of Peter Pan to Oz would make a better comparison, even down to the original intent (stories told to entertain children then written down to entertain even more of them.)

But on that note, you can say that's why LotR has endured, it was written with the grander vision of creating a mythology to tell stories in vs telling a stories that create a haphazard mythology as a by-product.

Though that sort of by-product mythology (just in the movies alone) never stopped Star Trek and Star Wars from becoming cultural touchstones.

As for truly American fantasy, I'd go with Silver John, the Headless Horseman. Oz and also urban fables (The hook, the Lady in White, etc.) The early seasons of Supernatural and American Gods are good inspirations.
 


Dausuul

Legend
D&D is set squarely within the swords-and-sorcery tradition, and that tradition is quite thoroughly American, going back to its founder Robert E. Howard. The idea that there is one singular "American fantasy" genre, and that L. Frank Baum (?!?) is the exemplar and defining author of that singular genre, is absurd.
 

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