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

Undrave

Legend
I think JKR's star is rapidly falling among Harry Potter fans. And there's actually a slew of Hogwarts-like RPGs out or coming out now, including Kids on Brooms, which came out earlier this month and which has been written up several times on EN World.

That and, personally, I never found the world building in Harry Potter to be particularly impressive. Most of it is whimsy for the sake of whimsy (and puns) and its magic system is too soft to properly codify into a game. It's all non-sense pseudo-latin and one off spells... and really impractical stuff like using friggin' fireplace that are in used to teleport instead of purpose built ones or wasting magic when a regular photograph would do the job... or moving stairs?! Kids just smacking each other with stick while flying twenty feet above the ground...
 

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Dausuul

Legend
For the record, Gygax strongly disagreed, including here at EN World, as I recall. I was skeptical about that until I started reading Fafhrd and the Grey Mouser (don't bother with the last few books, for the record) and it was genuinely shocking how much they are D&D, decades beforehand, to the point that Leiber, if he had wanted to be a jerk about it, could have likely had a good case against TSR.
Very true. However, TSR eagerly capitalized on the Tolkien craze by adding Middle-Earth elements (dwarves, elves, orcs, etc.), and that opened the door for Tolkien themes to enter D&D and quickly gain tremendous influence.

You can see it in the alignment system. The original alignments were simply Lawful, Neutral, and Chaotic; very much in keeping with the swords-and-sorcery tradition, especially Michael Moorcock. While Chaos was more likely to be associated with "bad stuff," it wasn't a hard and fast rule. But when Tolkienesque high fantasy came in, that demanded a clash of clearly defined Good and Evil, and so we got the nine-point system we have now.

Of the three "big settings" for AD&D, Dragonlance was firmly in the Tolkien camp and defined by Good versus Evil, while Greyhawk was just as firmly in the Howard/Leiber camp and defined by Law versus Chaos. (Forgotten Realms, of course, crammed everything in and to hell with consistency or theme. The fact that FR came out on top in the end is a cautionary tale for purists.)

As for L. Frank Baum, there's no reason why he should ever have had any great influence on D&D, and he didn't. He's one writer in one strand of the rich and broad tradition of American fantasy; D&D belongs to a different strand and draws on different writers.
 

Whizbang Dustyboots

Gnometown Hero
The law/chaos/neutrality axis was a good system when D&D was something a few hobbyists in Wisconsin was playing. The public was never going to get it, given that arguments about alignment have been around since the 1970s (which you can see in the letters columns of Dragon), when more people had actually read Moorcock. Even then, though, it wasn't something most folks, even many fantasy fans, really understood.

I don't think inclusion of good vs. evil is about Tolkein so much as it as recognition that it's one of the primary conflict axes in Western pop culture.
 


Tonguez

A suffusion of yellow
Middle-Earth
Hogwarts
A long time ago, in a galaxy far, far, away,
and Space: the final frontier.
|

Not really, once you get pass the movie, Oz has some awesome world building with the Land of Ev, the Nome Kings Domain and villains like said Nome King and Princess Langwidere. Its got a more steampunk vibe than traditonal fantasy but I for one would love to adventure there.

Hogwarts on the other hand isnt that interesting in terms of worldbuilding. The premise of Students at a Wizards Academy is cool, which is why there are so many Anime versions of the premise to chose from
 

Marandahir

Crown-Forester (he/him)
I recently watched some of the original Flash Gordon flicks (1936). They're hilarious, especially the ridiculous costumes and spaceships. I'm sure that people 80 years from now will also laugh about today's sci-fi.
I mean… I still laugh at 80s sci-fi & fantasy stop motion animation creatures (like the Rancor in Star Wars Episode VI).

And now looking back at Fellowship of the Ring, I laugh at obvious and dated CGI (such as the Fellowship running across the Bridge of Khazad-Dûm) or when the Hobbits & Dwarves look entirely different in wide-shots because they thought they could "make it work" with the dwarf double actors wearing face masks. The effect works unless you notice that the Hobbits are a lot "rounder" so to speak in wide shots than they are in closeups.
 





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