Wizards of winging it Journey to Oz isn’t myopically focused on the foundational Wizard narrative. Over and over, the players insert little vignettes about Baum, newspaper reactions to his books, personal anecdotes and tidbits on his times. It’s a little like an annotated edition. We also get a sense of the breadth of Baum’s Oz series, which Parks deftly keeps unobtrusive. Our only lengthy digression into the greater Oz opus comes when the players point out to us that the adventures invariably begin with a dramatic act-of-God cataclysm. The cyclone of The Wizard gave way to an earthquake to trigger one of the many Oz sequels, then an avalanche, and – weirdest of all – a “hurricane drizzle.” When we got down to business, the upstage library shelves parted to simulate the prairie and subsequently, our arrivals in Muchkinland and the Emerald City. The bookshelves lining the wings never disappeared, forming the backdrop for the first encounter with the Scarecrow and the witness box for the trial. The Wicked Witch of the West actually entered through a bookcase, framed in appropriately spooky light and smoke, and a few paper-cut props – a beard, a lion’s mane, and Toto – fancifully originated from a large book spread out on a lectern.