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Ozma

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Ozma is a world that is hard to describe. At the worlds core is a single law that shapes the style of each game that exists within it, the "Rule of Cool." This law shaped nearly every decision that went into the world-building process, which, upon reflection, was handled poorly. Almost every piece of Ozma was stolen from another source, something that I found cool or I wanted to expand upon. The world initially was created to run D&D 3.5 and over time I would want to try other games, 7th Sea, Pathfinder, Starfinder, as a result the world grew to fit those games. There will be some concepts in Ozma that you recognize from your favorite games or movies, and I hope you enjoy them existing in Ozma as much as I have.   Ozma is a world with a lot of different themes. The world is intended to be able to fit nearly every style of game you could imagine. Knights and Dragons? Pirates? Wuxia? Sci-fi? Final Fantasy? All styles are welcome in Ozma. Initially the world was meant to be a single continent designed for a single, one month campaign but was popular enough that it demanded expansion. Each new campaign stacked on top of the previous like an unsteady Jenga tower. As much as my skills as a GM and world builder grew, so too did Ozma grow with me.   Ozma is fun. After years of running games within the world of Ozma, across many different gaming tables, the world has become home to some of my players favorite characters and story-lines, with some players even running games of their own within Ozma itself. I take this as Ozma offering something that players and game masters alike find value in, and evidence that Ozma is just a fun place to be in.   With Ozma continuing to expand, and a small handful of people involved in it's expansion, the need for a dedicated "World Bible" is now a requirement, so that these other world-builders don't make the same mistakes I made.   With that said, I welcome you to read about my world, and come play in this space with me.

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