Topic: [Actual Play] My Adventures in Oz

I finally managed to talk my gaming group into trying out my "Adventures in Oz" rules for our weekly game.

Here are the characters that we came up with:

Corbin: A bear from the Queen's Berry Jungle, a highly civilized kingdom of animals. Due to his noble bearing and knowledge of the rules of honorable combat, he has earned every honor and accolade that the Marquess of Queen's Berry Jungle can bestow. He was then granted the title of Ambassador to the Emerald City to keep him from hanging around and making everyone else look bad by comparison.

Schlongdoily: A sand creature emerging from the shifting sands beyond the borders of the Munchkin Country. He has befriended one of the wind zephyrs that blow above the desert who will help him whenever he should need it. An eager explorer, he is trying to figure out the nature of solid beings, why people eat, and a host of other things.

Mr B.: The party's resident sorcerer. An apprentice to the Good Witch of the North. His name is actually longer than this, but it's got a lot of Bs and I don't recall it right off.

Anime: Another character who's name I really don't know. He was the last character to be finished, so it's the one character that I really don't have a handle on yet. Probably by next week. From what I picked up during the creation process, he's heavily based on anime style martial artists, including an illusion ability built using the magic system.

Our adventures so far:

The party has convened in a small Munchkin village near the Gillikin Country. The villagers are being very dutiful hosts. The main course for dinner seems to consist of tomato sauce. The mayor of the village apologizes for the lack of spaghetti, but a neighboring village has harvested the local spaghetti fields out of turn. A war is planned to take place in the morning.

Corbin decided that a clever first strike would involve a midnight trip out to the spaghetti fields. Anime-boy used his illusion powers to create a light to see by, while Mr. B simply cast a light spell to illuminate the entire field. A booming laugh and ominous warning echo through the field. Hiding on the perimeter of the field is a pair of Winged Monkeys.

It turns out the the Winged Monkeys were the ones harvesting the spaghetti out of turn. They tried to fly away, but Schlongdoily manages to grab one. After experiencing a "one-and-a-half nelson" administered by Corbin, the Monkey surrenders.

Next session will see whether or not they are able to avert the war between these two villages.

Re: [Actual Play] My Adventures in Oz

Come the next morning, our heroes meet the army from the Munchkin village (all 15 of them) and explain to them that the Winged Monkey is the one who was harvesting the spaghetti. The mayor of the village is about to call off the war, but Corbin insists that the war must go on.

This probably has something to do with the fact that Corbin is from a place with highly complicated (and silly) rules for fighting, so his idea of war is something far less serious than other people's.

When the other army showed up, Corbin walked over to their leader and explained the situation. Eventually, he is able to convince the two armies to fight over who gets to punish the monkey for stealing the spaghetti.

Their job done, the party returns to town with a small supply of spaghetti and sit down to a nice spaghetti dinner. Our anime-inspired friend declares a food fight at dinner, during which everyone, and especially Corbin, is thoroughly covered in spaghetti and sauce. Corbin is offended, and challenges Anime Boy to a duel. Not because he's got sauce in his fur, but because the food fight was improperly declared according to his arcane and silly rules.

The duel is convened on top of Old Smokey (a nearby hill overlooking the spaghetti fields). The weapon of choice: stale french bread. Since Corbin is a normal bear (not one of those anthropomorphic bears) and has no hands, he declares the duel to be a joust using the bread as lances.

Before the duel is properly begun, Corbin declares victory by citing one more rule from his expansive rulebook.

Our sorcerer did a few silly things this week. Enough to make me take a look at the magic rules and make them less difficult to exploit. I'm not sure if I'll let his spells from this week enter into the official story, but we'll see.

Re: [Actual Play] My Adventures in Oz

This week, having successfully (by some definition) resolved the situation in Spaghetti-ville, our heroes continue on their way to the Emerald City.

As they are traveling through the forest, they are attacked by ninjas. Yes, ninjas in Oz. I decided that since one of the characters was anime-inspired, there would be ninja. I'm still working on the precise backstory behind how this all makes sense.

Only Schlongdoily was able to detect the ninjas as they approached stealthily. He tried to greet them heartily, but this got a very unfriendly response. Shurikens flew out, hitting Corbin and Anime. Corbin then proceeded to call them out.

The ninjas revealed themselves, 2 wielding katanas (because katanas are awesome) and 2 armed with shuriken.  Corbin convinced the shuriken ninjas to put them away as being unsportsmanlike. Corbin in convincing like that.

The unarmed ninja proceeded to be cut to pieces by Anime and his sword. The katana wielding ninjas kept trying to cut Corbin, but he was lucky enough to avoid them and canny enough to convince them to surrender.

In the interrogation that followed (remember that Oz follows something of a Monty Python model of injury, so everyone survived), the ninjas reveal that they are after Anime's magical talking sword, which was stolen from their Secret Ancient Temple (TM). They were then tricked into revealing the direction of their temple, which is where the party will go next week.

Re: [Actual Play] My Adventures in Oz

No major plot movement this week. Anime's player didn't show up, and since the plot revolved around his sword, we decided to wait until next week for the fun stuff. Much ninja humor will abound.

Re: [Actual Play] My Adventures in Oz

We had everyone together this week, so we had some fun.

The party traced their way to the Ancient Ninja Temple (TM) by holding the torso of one of the dismembered Kawasaki clan ninjas and spinning around. The direction he faces when he attempts ritual suicide is the direction of the temple. The fact that he's already a dismembered torso trying to commit seppukku makes this highly weird, but I suppose it works.

They finally arrive at a small village with an immense layered pagoda in the center of town. Ninjas is variously colored pajamas are leaping around the town, while the villagers go about their business oblivious to the shenanigans going on around them. When one of the characters tried to ask a villager about the temple, he claimed not to see it, even when the building was pointed out to him.

Arriving at the main gate to the temple, they pulled a bell-rope to signal their arrival. The door was answered by a ninja butler. He was wearing white ninja pajamas with a black jacket with tails. When presented with the torso of the Kawasaki ninja, his response was "His wife will be so disappointed." I hadn't meant it like that, but the entire party guffawed at that one.

The butler escorted them into the presence of Master Card and Master Lock, masters of the Foot and Hand clans, respectively. They explain that the magical talking sword wielded by Anime is needed to resolve the feud between the two ninja clans.

Many centuries ago (as it always in in these tales), the Hand and the Foot were one clan, the famous Mitsubishi clan. Then Master Card devised the deadly Ninja-toe technique and began to gather followers from within the clan. Master Lock then arose, with his deadly Ninja thumb technique. Both fought for dominance within the clan, until finally the clan split in two.

Then, the sword was forged. It was prophesied that whoever wields the sword will unify the two clans once more. So every year, the two ninja clans hold a tournament: The dreaded Yakuza-palooza. The winner of this tournament then attempts to wield the sword and unify the clans. But every year, the sword refuses its wielder.

Until this year when the sword was discovered stolen shortly before the tournament. Efforts to track it down finally resulted in the ninja ambush from the previous session.

The ninja masters agree to let him keep the sword if he can defeat the current champion of the Yakuza-palooza. In order to ensure victory, Schlongdoily, with a great amount of luck, manages to take the place of the competing ninja.

The contest involved leaping from one elevated platform to another while trying to prevent the other ninja from doing the same. Falling from the platforms would result in a tumble into one of several cursed pools (a Ranma 1/2 joke). Schlongdoily actually wound up falling into one of the pools very quickly. It is unknown what curse he sustained, as his primary worry is that he is now a lump of sandy mud.

Anime almost lost the contest when the sword intervened. As he was tumbling into a cursed pool, he takes out the sword and mounts it like a surfboard. It then uses it's magic to carry him to the finish line of the race.

Everyone is suitably impressed that the sword has chosen him. The sword then proceeds to explain that by allowing itself to be stolen, it has indeed unified the two clans as they worked together to pursue the thief. Master Card and Master Lock both agree to end their feud and declare a restored Mitsubishi clan.

Now the next ninja feud can take place. According to ancient ninja tradition, only one ninja clan war may take place at any given time. Why else do you think that all ninja feuds begin "centuries ago"? (And also to keep Corbin from trying to extend or initiate another conflict.)

Next Week: Emerald City

Re: [Actual Play] My Adventures in Oz

No game this week. Only half of the group showed up. We might have a new player joining us next week. I'll let you know how that goes.

Re: [Actual Play] My Adventures in Oz

We had the whole group together this time, so we had some fun. No new players this week, maybe next week.

I don't know what was going on, but everyone seemed to have their dirty minds in high gear. It was mostly in the table chatter, but it was pervasive.

After Will (the Anime character) won the Yakuza-palooza, he was able to add the newly restored Mitsubishi clan to his Friends List. That makes him the first player to add a friend in play. It'll be interesting to see how that works out.

Mr. B then used a simple spell to transmute the water permeating Schlongdoily into steam, restoring him to his normal, sandy self. I still haven't decided what I want to curse him with.

Shortly after taking their leave of Ninja-town, they find themselves on the Yellow Brick Road. Before long, they arrive at the gates of the Emerald City. They are greeted by a small clerk who gladly opens the gate for them. He then goes on to explain the Love Magnet which hangs over the gate. This was the first point that vulgarity started to seep in, with the players commenting on how much everyone in the Emerald City loves each other, in that "wink wink nudge nudge" kind of way.

The clerk gladly gave them directions to the palace, since Corbin was an ambassador. All the other players decided that their characters were therefore ambassadors of some sort or other.

At the palace, they were met by Jellia Jamb, though they didn't know who she was, either in-character or out of character. And of course, with her personality, she plays with it, telling them "Well, if you don't know who I am, I'm certainly not going to tell you." I mention as I'm describing her that she looks to be about 15 years old. This is where we got a little more inappropriate commentary.

When they ask her to take them to Princess Ozma, she complies, but instructs them to address her "properly" as "Your Royal Fluffheadedness". The players are aware that this girl is having fun at their expense, but decide to go along with it because it seems to fit the tone of the setting.

When they do manage to greet Ozma, she instantly knows who set them up. She also knows about the war in Spaghetti-ville and how Corbin worked to extend it. Corbin defends his actions as only he can. Ozma offers to show him the current progress of the war. She leads the party into her private sitting room where she has hung the Magic Picture. There was some ooh-ing as they were led into Ozma's "private chambers", but the Magic Picture made a more interesting scene.

The horses were winning. One of the spells cast by Mr B. in that first session was to summon horses for the Munchkin armies to ride into glorious battle. One of Corbin's ideas. Unfortunately, horses are not native to Oz so the Munchkins had no real idea of what to do with them. The horses knew exactly what to do with strange people who are trying to ride them: give them a good swift kick.

Corbin then proclaimed how he had managed to unify the two villages against a common foe for the good of all.

More fun in the Emerald City next session.

Re: [Actual Play] My Adventures in Oz

We picked things up the next morning. Will (his middle name) is awakened by Jellia Jamb knocking on his door. She invites him down to breakfast in one of the dining halls. Schlongdoily is exploring the palace when he discovers this scene. We had talked about Will trying to romance Jellia at our last session, so that's what I was trying to set up. Schlongdoily's player knew this as well, so he spent an Oz Point to call on his wind zephyr friend to blow her skirt up in imitation of Marilyn Monroe. She was not terribly pleased by this and even less pleased when the zephyr started messing with her green hair. Although she didn't see who was doing this, she yelled for Scraps to cut it out. (Nobody got the reference.)

Corbin spent much of breakfast with Cowardly Lion and Hungry Tiger, trying to civilize them. He successfully introduced Cowardly Lion to morning tea, although they drink it in different ways. Corbin taught himself to toss the teacup in the air and catch it on his snout, pouring the tea down his throat in one gulp. (It took many years of practice.) Lion simply lapped it out of the cup. Corbin insisted he do so from the table, but it was novel enough that the Lion tried it.

Since Schlongdoily doesn't eat, he spent breakfast-time looking for some of the other crafted denizens of the palace. He found Bungle the Glass Cat. Not knowing any better, he spent some degree of time admiring her as she demanded. On a patrol of the palace mirrors (to more effectively admire her whirling pink brains and ruby heart) they wandered near the dining hall where breakfast was served. This let the other characters get in on the act.

Will used his illusion powers to make Bungle appear as a normal white cat. As soon as she realized this, she screamed for a can of paint thinner. (Apparently someone had gotten the idea to paint her a while ago and she didn't like it much).

Corbin's project is now extending to getting the animals of the Emerald City to "civilize" themselves for a day, to see how it feels. The palace tailors are being dispatched to make appropriate clothes. Corbin is cashing in a favor with the Celestial Bureaucracy to get them all declared "honorary people" for a day.

Looks to be interesting.

Re: [Actual Play] My Adventures in Oz

Sorry I haven't been posting in a while. Last week, a family emergency prevented me from getting the group together to play. We managed to play some this session, but not very much. There was actually some frustration with how the game was going.

Once the characters arrived in the Emerald City, I was experimenting with a RPG technique called "sandboxing", in which the players create the driving force of the game and I, as GM, simply react to what they do. Unfortunately, I don't think it suits the way I GM. I'll be working on a more structured plot for next week's session. Hope to have more for you then.

Re: [Actual Play] My Adventures in Oz

The more structured plot is working quite well.

Although not much really happened in last week's session, they did decide to go to Utensia. Considering that my mentions of excessive punning have prompted the players to say "We are never going to Utensia", I'm taking this as a signal that they want to end the campaign. My mission has now changed to doing my best to keep them from Utensia.

Last session, they picked up a few tourists to join them on their exploratory mission. On a pitstop to the Ancient Ninja Temple (TM), they picked up Saffron, a gay ninja in purple ninja pajamas ("It's the new black, I swear."). When they passed the Royal Athletic College, they picked up a fencer named Kevin so that he could learn how to handle a foil from the perspective of a skewer. He had to take his School Pills with him a compartmentalized pill-case sorting them by day, meal, and course of study. Schlongdoily tried to take an Elocution Pill, but his lack of a stomach made it impossible for him to benefit from it. Kevin knew this thanks to having recently completed a course of Biology pills.

Their adventure this week began with a woman crying by the side of the road. It turns out that she worked for Glinda and was delivering a few reams of live paper to Miss Cuttenclip when she was robbed by a squad of Nomes led by a green monkey. This woman, named Helen, is then invited to join the party on the wagon. (They actually borrowed the Red Wagon and Saw-Horse from Ozma)

Shortly after this, the party is accosted by a squad of 6 Nomes (no green monkey this time) who seek to capture them for the glory of the Nome Kingdom. Corbin tells them to get on the wagon so as to not slow down their eventual arrival in Utensia. The Nomes form a huddle and then agree to get on the wagon so long as the other occupants agree to be prisoners of the Nome Kingdom. Corbin refuses this, as being taken prisoner would constitute a defeat and he is thus far undefeated. He will only consent if they are merely detainees, rather than prisoners. Another huddle and the Nomes agree.

The challenge with this scene was separating Nomes from gnomes. This was made even more challenging by the fact that I was trying to not necessarily use John R. Neill Nomes either. I've decided that Nomes are normal sized and wear hard hats and wield shovels. More than that is in development.

The Nomes then ordered them to stop at their detention facility in Fuddlecumjig. For reasons that I cannot fathom, everyone in the room burst out laughing whenever I said "Fuddlecumjig".

Schlongdoily tried to shift himself into a perfect simulation of a Nome soldier and managed to do so spectacularly. Even the rest of the group believes him to be a Nome. Will tries to pass the time by telling Nome jokes to the Nomes. Unfortunately, this fails to endear him to the Nomes.

Upon arrival in Fuddlecumjig, the party is held in a home with puzzle pieces scattered on the floor. The players then begin planning their escape by trying to convince their guard that he is actually Schlongdoily (which he really is) and therefore their friend. This requires a ludicrous plan involving Saffron trying to seduce him and feeding him an egg (a known Nome weakness) and making him believe that he had eaten a tomato (a known Schlongdoily weakness).

Helen suggested that they escape in a horrible ruckus, making sure that as many entries about the event appeared in Glinda's Book of Records were made as could be, causing Glinda to activate her army. Kevin set about reconstructing the original inhabitant of the house, who had been left as puzzle pieces when they arrived.

This is where we left off, with the big escape attempt to be resolved next session.

Re: [Actual Play] My Adventures in Oz

Try as I might, this wound up being our last session of Adventures in Oz.

After spending a good deal of time coming up with escape plans, they finally decided to wait until most of the Nomes were out invading other parts of Oz.

Almost as soon as they were out the door of the house they were being held in, Helen begins yelling that the prisoners were escaping. Of course, since the party is being guided by Schlongdoily in his Nome disguise, she merely succeeds in getting the Nomes to capture her as the rest of the party goes about its business.

They track down the Saw-Horse, who is being held in a pen with a cow named Georgia. The Red Wagon was being held in a barn nearby.

Inside the barn, there is not only the wagon, but a small group of Nomes folding paper. The higher reaches of the barn are populated by flying paper cranes much like a large swarm of bees. (This is what happened to the live paper that the Nomes stole on its way to Miss Cuttenclip)

The heroes then begin setting the scene for their dramatic breakout. The Saw-Horse is hitched to the Red Wagon, which Will caused to look black and chromed with his illusion powers. Corbin mounted the Saw-Horse and had Mr. B pull down a support beam from the barn to use as a lance. As soon as the beam was pulled loose, the back of the barn began to collapse, which ensured that when Corbin burst through the door with his lance, it would be particularly dramatic.

Suddenly the barn door burst open, with the Saw-Horse rearing up, his gold-plated hooves glinting in the sunlight. Mr. B threw up a backlight to emphasize the drama of the moment, as a billow of dust and debris from the collapsing barn forced out the hive of paper cranes.

It was truly a Crowning Moment of Awesome. The consensus was that the moment would have to have been rendered as a full-color photo in Glinda's Book of Records, guaranteed to get her attention. Also, freeing the paper cranes meant that they could not be used to harrass Glinda's swan-drawn chariot out of the sky.

As much as I wanted to continue the campaign, I was forced to admit: There was no way I could top that. Any attempt to follow that up with anything would just feel kind of lame.

If I get the chance to do a follow up campaign, I will definitely post the Actual Play reports here for your enjoyment.

If anyone else is playing Adventures in Oz, or doing any other kind of Ozzy RP, feel free to post your reports here, too! We'd all love to see them.

Re: [Actual Play] My Adventures in Oz

Looking back on the game, I can see a few things went well and a few things went poorly.

The good stuff:

Lots of fun was had by all. The stories were generally fun and even when I tried to do serious stuff at the end with the Nome invasion, the players turned it into comedy.

There were some really great character concepts. Will's player actually mentioned that he designed the character to be a tough fit for Oz and was impressed when I made it work by giving him the backstory with the ninjas. The fact that I made ninjas work in Oz was pretty cool, too.

The bad stuff:

The magic system didn't get the going-over I would have liked. I had two players that I would have preferred to play our wizard, but both of them had other concepts that they wanted to play. So we kind of foisted off the wizard type on the guy who hadn't really come up with a character. Which means that he didn't really want to play the character that much either. I give him props for sticking around.

The character group was not very unified. This made it rather difficult to create stories that fed into a group goal. Only one character really had any reason to go to the Emerald City and no one had a real reason to stay there.

I really need to upgrade my sandboxing skills. That was really the weakest section of the campaign. Mostly because I focused too much on giving the players freedom of action. I should have put the same amount of effort into plotting that section as I did anything else. Not necessarily to put the story "on track", but to make sure that the characters had something to do if they couldn't come up with anything. Because all of them were only moderately aware of the Oz stories.