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RPG Evolution: Return to Oz: Defining the Universe
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<blockquote data-quote="Jack Daniel" data-source="post: 8391164" data-attributes="member: 694"><p>I know Oz as a setting very well—I had read 37 of the canonical 40 books by the time I was out of grade school—but I've never taken the plunge into running an RPG campaign set in Oz. The issues involved are numerous: there's no money in Oz and no death; tonally, very few problems are ever solved or solvable by violence anyhow; and since Oz is for the most part a peaceable kingdom, adventures set there tend to take one of a handful of formulaic shapes ("villain does bad thing, heroes react to stop it"; "random protagonist from an obscure corner of Oz has a problem and sets out on a personal quest, usually to reach the Emerald City and solve their problem"; or "main character we know well gets bored and goes on an adventure just for funsies"). Most difficult of all, any GM who sets out to do Oz justice must <em>add to it</em>, which means filling in the wild and unknown corners of Oz with isolated, weird, whimsical, punny places and peoples in the vein of Baum and Thompson — and even the later Oz authors had serious trouble living up to this standard.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8391164, member: 694"] I know Oz as a setting very well—I had read 37 of the canonical 40 books by the time I was out of grade school—but I've never taken the plunge into running an RPG campaign set in Oz. The issues involved are numerous: there's no money in Oz and no death; tonally, very few problems are ever solved or solvable by violence anyhow; and since Oz is for the most part a peaceable kingdom, adventures set there tend to take one of a handful of formulaic shapes ("villain does bad thing, heroes react to stop it"; "random protagonist from an obscure corner of Oz has a problem and sets out on a personal quest, usually to reach the Emerald City and solve their problem"; or "main character we know well gets bored and goes on an adventure just for funsies"). Most difficult of all, any GM who sets out to do Oz justice must [I]add to it[/I], which means filling in the wild and unknown corners of Oz with isolated, weird, whimsical, punny places and peoples in the vein of Baum and Thompson — and even the later Oz authors had serious trouble living up to this standard. [/QUOTE]
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