Adventure is just down the Yellow Brick Road… The award-winning author and illustrator of Neverland returns with another beautiful RPG setting book, in A Fantasy Role-Playing Game.
While many have traveled with Dorothy Gale to the world of OZ, there is so much more to explore! But know there is more to the land and its inhabitants than the rumors might suggest. Appearances can be deceiving and like any good metal smith will tell you, the only way to tell a gold bar from a yellow brick is to hit it with a hammer.
So begins Andrew Kolb’s A Fantasy Role-Playing Game . While 5th Edition compatible like its predecessor, Neverland , OZ uses an urban setting pointcrawl instead of a hexcrawl, full of secrets to discover via underground trains and a monorail that loops around all four districts of OZ . With different neighborhoods to explore, factions to join, and questions to ask (what happened to The Slippers, anyway?) players can escape to the Emerald City for hours on end.
Oops. I finished this days ago and forgot to log it. Anyway, I really liked this. I think Andre Kolb's Neverland will be more approachable and probably end up making it to game tables more. But I think Oz is a much more ambitious and more grandiose project, and I think Kolb knocks it out of the park. This takes the Land of Oz and turns it into a massive sandbox for an urban campaign. There's no story. There's just a pages upon pages of tool kits, locations, characters, and what have you so that you and your players can create something pretty wild. You could run a campaign in a neighborhood, or travel from quad to quad. You could play this a dozen times and never play the same game twice. It's written, as was Neverland, with D&D in mind. But it relies very little on stats and numbers, so translating it to pretty much any RPG system you like shouldn't be difficult. I find it's particular style rather intriguing, being a sort of Gilded Age turning into Jazz Age vibe that would be very different for your typical Fantasy RPG. A sick part of me would love to have a party of Dungeon Crawl Classics characters transported to Oz. I imagine it would be some mix of Time Bandits and that weirdass 80s movie The Navigator: A Medieval Odyssey. Even if you don't run this as is, which I may never do, because frankly, it's a bit overwhelming, I think there's a ton of material a GM could lift from it to improve their games generally.
As a new Dungeon Master for my friend group, I needed a captivating setting for our next Dungeons & Dragons adventure.
Thankfully, I discovered this book, a creative adaptation of the classic OZ books into D&D 5e.
The book acts like a manual or almanac of sorts, full of characters, creatures, and other elements from the OZ books, tailored to fit within the D&D's mechanics.
A quick disclaimer though, the book doesn't offer a structured campaign to follow. It leaves you to come up with your own story with the building blocks it provides. I decided to take this approach, merging the OZ setting with the existing world my players were already familiar with.