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

Eyes of Nine

Everything's Fine
the Julie Andrews movie to the Original works.

Ahem... Judy Garland, if we're talking Oz. Andrews was 4 years old in 1939, and didn't appear in any motion pictures (television technically) until 1949.

The rest of your post is true - most people consider whatever their first exposure to anyting as the "true" version of that thing. There are no doubt some poor benighted souls whose first exposure to Star Wars was episode 1!
 

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Eyes of Nine

Everything's Fine
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
We're totally thread busting (what else is new here on ENW?), but...

So I think you're conflating 2 concepts. There's the power level of the characters - street level (Punisher, Batman), country level (Captain America, X-Men, Wonder Woman), and cosmic level (Thor, Superman).

And then there's the idea of the actual fiction of the source inspiration material (I like the phrase touchstones) - in comic books the training up is a single issue; or a flashback. Daredevil learning all his marital arts from Stick? A flashback. It is not the point of the narrative arc. Xavier's School? We rarely actually see the characters advancing in grades. What we see is scenes set in a school; and sometimes there's a training session in the Danger Room. But the characters aren't advancing "levels" in the fiction of the source material.

Take instead someone like Luke Skywalker. Or Harry Potter. Or yes, even Peregrine Took - who starts as a villager and ends up Thain of the Shire (note, he inherits the title - but still...). All those narrative arcs in various realms of fantasy are zero to hero narratives.

(There's a whole other possible thread where we could discuss "Chosen One" narratives vs "Everyman Hero" storylines - and why very few TT RPGs actually feature "Chosen One" type characters. Monster Hearts being an exception that proves the rule).
 

Stacie GmrGrl

Adventurer
I see a lot of Oz in Eberron. A central seat of government with a vacant throne, four core kingdoms plus a desolate wasteland, all surrounded by more unusual lands. And the new character options: sapient automatons, talking beastfolk, and people who aren't what they seem and can switch genders.

That's a good comparison. I never saw that correlation in Eberron.
 

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.
Good point. It almost makes sense for each player to play two superhero characters, each with its own power set, so as to deal with more challenges.
 

Response to original post, haven read entire thread.

I don't think the Oz books well known in the UK - I saw them in a bookshop once, about 30 years ago! Although the movie is well known and "Wicked", both novel and musical are too. Not really seen as part of the fantasy genre. There are Oz references in Terry Pratchett though.

However, Westerns are a big influence on D&D, and it might be better to consider the Western the "archetypical American fantasy" rather than the Oz books. (Also see: The Mandalorian).
 


Ravenbrook

Explorer
Fantasy literature and games have always been intensely American. Wild West themes are palpable in many adventures and writers such as Robert E. Howard and Edgar Rice Burroughs have had a huge impact on the genre. Even Burroughs' Tarzan novels are a lot more American than in any sense "African." Or check out Henry Kuttner's Elak of Atlantis stories - it's like you're reading a D&D adventure. The Wild West even seems to have influenced Tolkien: The scene describing the ranger Strider sitting in the Prancing Pony could just as well be used to describe a trapper or mountain man in the dark shadows of a saloon. Actual medieval society generally has had little influence on modern fantasy. Moreover, castles don't make any sense in high-magic worlds, where the castles' defenses can be easily circumvented. People didn't live in a castle because they liked it there but because it provided them with protection.
 


Aldarc

Legend
Haven't seen Jim Butcher/The Dresden Files mentioned. To me it's a perfect example of modern urban fantasy.

Love his stuff. I need to read more!
Has its own RPG using a Fate variation. Good stuff.

Come to think of it we tried the setting once I think , it didn't click for some reason.
I actually used Dresden Accelerated to run an urban fantasy game about a paranormal investigative society set in Vienna during the early 1840s before the 1848 revolutions. (Seriously check out a map of the Austrian-Hungarian Empire during this time and all the modern day nationalities included.) I even used an old map I found. My players (all Germans or Austrians living in Vienna) has a load of fun navigating the old city.
 
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