A quirky Dungeons & Dragons-inspired adventure that will appeal to gamers and readers of the Mr. Lemoncello's Library series.
What if your favorite fantasy game characters showed up on your doorstep IRL?
Sixth graders Ralph, Jojo, Noel, Persephone, and Cammi are hooked on fantasy tabletop role-playing games. When they somehow manage to summon their characters to Ralph's house, things take a truly magical turn!
The five are soon racing around town on a wild adventure that tests their both their RPG skills and their friendship. Will Ralph and crew be able to keep their characters out of trouble? Trying to convince a sticky-fingered halfling rogue not to pickpocket or a six-foot-five barbarian woman that you don't always have to solve conflicts with a two-handed broadsword is hard enough. How will they ever send the adventurers back to their mystical realm?
A fun middle grade adventure following a group of sixth graders who play an RPG similar to D&D. They're beginning to drift apart socially, but then they inadvertently bring their characters into real world Brooklyn and must deal with the fallout!
This book is a bit slow to start and the first part spends a lot of time on buildup and backstory rather than jumping into the action. But while it's unevenly paced, it's still fun and has a lot of humor that my 8.5 year old found hilarious when I read it aloud. It's also a fairly inclusive book with a diverse cast of characters that touches on race, religion, and sexuality, albeit pretty briefly. Generally, a fun read for fans of D&D or other fantasy games.
I requested this book from Netgalley for a couple of reasons. First of all, I'd already read Click Here to Start by this author and I really enjoyed it. Secondly although I've never done any table top gaming myself I've always been interested in it and would have loved to have had the chance. I'm a lifelong Fantasy reader and enjoy computer games. So the premise here sounded right up my alley.
Unfortunately I just couldn't get into this one. I stopped reading after a couple chapters, so it's very possible it picks up and gets better. It's also quite possible those in the target audience will find it more enjoyable than I did. So take my view with a grain of salt. Because I didn't get very far, and because I think it may appeal more to those in the target audience, I'm not going to give it a rating.
My main problem I think is that it has a lot of telling, not showing, and this made the story drag for me.
Although this one was a bit of a miss for me, I'd certainly try another by this author.
* Thank you to NetGalley and the publisher for a digital ARC of this book. All opinions are my own.
This is a book for fans of Dungeons & Dragons and the fantasy genre (not things I'm overly attracted to). When I first started the book, I really wasn't sure about it. Not being a fan of D&D the constant switch into D&D stories made me consider not finishing it. I'm really glad that I didn't put it down as the second half of the book definitely got better. The characters are all fully developed and I especially liked the fact that the story considered how friendships often change as kids hit middle school.
Ralph, nicknamed RPG by his friends, is really into the role playing game he and his friends have been playing since his birthday two years ago. But as their 2 year anniversary nears, his friends seem to be losing interest. He's begged them for at least one last game on his birthday and hopes that he can make it epic enough to renew their interest. And he really hopes they can finish the quest they've been on for the past 2 years. But even Ralph has no idea just how epic his birthday is going to turn out when he roles a special die sent him in the mail by the makers of the game.
This is a fun concept, with the characters these kids have made crashing into the modern world. There's plenty of opportunity for humor. They also have some rather pointed things to say about current events; it is laced with humor but there are some things to think about...like why there are homeless people, why people would treat their warriors who return home in such a manor, and more. Thanks to them arriving in Brooklyn hardly anyone bats an eye at their strange dress or looks, which I thought was a touch of genius. It did take a while to get to the fun, though. Almost 1/3 of the book. RPGs just aren't that popular among the students at my school, so I don't know how much they'd get into this. I can see fantasy fans getting into it regardless, just enjoying the idea of fantasy characters crashing into the real world. The sentiment of the book is kind of universal, wanting to hold onto childhood friendships, but I'm not sure if the resolution was good even if it were the fairy tale type ending. It felt unrealistic. And it felt kind of forced. It feels like something from the realm of fantasy. As someone who has watched hundreds of kids grow from 6th-12th grade (I work with all those ages as the Secondary Media Center Specialist), I can tell you very few stay in the exact same friend group throughout that time. So in more than one way, this is a fantasy book. Recommended to sentimental fantasy fans.
Notes on content: No language issues. It is heavily hinted that one character is gay, but this is never stated outright and the person doesn't have a romantic relationship with anyone. One real character and one fantasy character have an extremely awkward conversation about what it means to like someone which the other interprets as wanting to mate with someone. A quick eww and clarification ensues. There's fantasy violence both during the game play and then in real life. No one truly alive is hurt. Some characters (not kids) drink alcohol. One of the fictional characters swindles some people out of money through rigged gambling.
What it’s about: A group of sixth graders have been playing Reign of Dragons (Dungeons & Dragons) for a few years, but the group is starting to go their separate ways. During their last game, however, the characters they thought were fictional suddenly show up! Now they need to figure out how to get them back to their world before anyone's parents find out!
What I thought: The tone of the book felt very uneven to me. The first half alternates between the story of the fantasy world of the RoD characters and the story of the kids playing those characters. Each has a very different feel to it. While it's great that the author can channel different tones for the different worlds, they didn't mesh well in my mind. The fantasy portions felt very arch and of a higher comprehension level than the realistic fiction portions.
The story also took quite a while to develop. I'm going to chalk this up to my particular situation, as I've read a million and one fantasy books over the years (including the excellent Dragonlance books referenced in the afterword), with more than a few about characters from fantasy worlds interacting with characters in non-fantasy worlds (see Joel Rosenberg's Guardians of the Flame series for the inverse of this story done very well - but for an adult audience). I think for a younger reader, especially one who likes fantasy, this story could work well. I didn't think this was a bad book; it just felt slow compared to how many similar stories dive right in. This one sets up all the pieces on the board carefully and explains their uses before the game really starts. There's something to be said for that, especially for younger readers not as familiar with the tropes.
One thing I particularly appreciated about this book was that the characters actually referenced going to the bathroom! That's an aspect of life that is often glossed over, particularly in fantasy stories, so I found it fun that Markell weaves it into the story.
Why I rated it like I did: The tone and pacing problems mentioned above make this one an "OK" from me. Other readers might enjoy it more, and I can appreciate the structure behind the story. It's just not my cup of tea.
Reviewed for School Library Journal in April 2018 issue.
Gr 4–6—Ralph and his best friends have been playing the tabletop role-playing game, Reign of Dragons, for years. They all enjoy it but none so much as Ralph, who as the GM (Game Master) takes pride in each and every one of their quests. As the friends enter into sixth grade, outside interests begin to take a toll on their weekly get-togethers. Ralph is desperate to keep it going and has even won a spot in a Reign of Dragons convention. At perhaps their last game night ever, he uses his special 20-sided die, which turns out to be magical; it brings the characters from the game to life. An epic adventure begins and the friends need to utilize their gaming skills to help the characters return home. Amusing misunderstandings abound as the tweens try to orient the group of barbarians, thieves, and wizards to 21st-century Brooklyn. Markell (Click Here to Start) also throws in a fair amount of social commentary on gay rights, homelessness, and gender identity. Too much backstory leading up to the action may lose some readers early on. VERDICT An optional purchase for young fans of Stranger Things and those already familiar with the gaming world of Dungeons and Dragons.—Amy Nolan, St. Joseph Public Library, MI
Imagine if the characters you created (and inhabited) in your favorite role-playing game came to life. Imagine also, that you live in Brooklyn, NY (I wish!). Imagine that your formerly tight-knit group of friends is suddenly fraying at the seams and you're wondering how long you'll still be able to play your favorite game together.
Fans of Stranger Things and Dungeons & Dragons will find much to enjoy in Denis Markell's second middle grade novel, which blends the high fantasy world of D&D with the real-life struggles of middle schoolers trying to figure out their place in the world, all as a major convention comes to NYC. (I mean, really, does a full-on D&D character come to life really look so different from a Brooklyn hipster?) I absolutely loved how Markell brings Brooklyn to life and especially following along as these characters from another land interacted with modern conveniences. Their smart observations about contemporary life rang true and added a lot of humor to the story.
I enjoyed Markell's previous book, Click Here to Start. This time, the set up and the ultimate pay off didn't work for me. The pacing is off and the set up just wasn't as engaging.
I like this book because it's like Dungeons & Dragons. It's funny and at some points it doesn't make any sense - in a good way. But it all comes together at the end.
The Game Masters of Garden Place by Denis Markell, 275 pages. Delacorte (Random), 2018. $17.
Content: G (some fantasy fighting)
BUYING ADVISORY: EL, MS - ESSENTIAL
AUDIENCE APPEAL: HIGH
Ralph, Jojo, Noel, Persephone, and Cammi used to be inseparable in their love of Dungeons and Dragons, but as they enter sixth grade, different interests start sending them in different directions. Ralph convinces them to sit down for one final game – the final chapter in their current adventure. When they solve the final puzzle, a portal opens and their avatars step through as real beings! Why are they here? Each player will have to use all of their skills in order to save the worlds. How do you disguise an elf, a dwarf, a barbarian, a wizard, and a thief? Take them to the gaming convention, of course! The beginning bogs down a little as we get to know the characters and their personalities. The set up is totally worth it as we get into the present action and meet the portalled characters. Markell makes some astute observations about our addiction to smartphones and other technology!
I'm posting four stars for Denis Markell's second YA book from the perspective of the twelve-year-old within me. It was just the kind of fast-paced, clever adventure novel that I would have absolutely gone crazy over as a kid. I especially appreciate the elements of community and portrayals of realistic adolescent friendships that Markell conjures in the story, and how paper-and-pen gaming has long been and remains a tonic for the sometimes rough and lonely phases of growing up with geeky tendencies – no matter what stripe of geek that might be. It's also a fine introduction to the essence of role-playing games and will surely serve as a temptation to get readers into the hobby if they are not already totally on board.
Though the book might fall short from an adult perspective, I am fully aware that we are not its target audience. Even so, however, the warmth and enthusiasm that Markell infuses within the story is not only evident, but gratifyingly tangible.
I love the concept that the characters we create could actually exist in another dimension. I loved Markell's first book Click Here to Start. For several reasons, I did have high expectations for this book.
All in all, I felt a bit lukewarm about Game Masters. Having the narrative of the champions adventures made the beginning feel slow, though it was important to the story. And though I respect addressing issues in books such as orientation, bullying, friends moving on, etc. there were so many issues being addressed that it thinned out not only the story, but the issues, as well. And though they frowned upon violence, the story encouraged the use of deception and conning.
A few things caught me off guard and I did enjoy reading them, but there was too much that watered down the experience for me to give it a higher rating.
DNF page 183 out of 275. This was given to us in a pile of books from my husband's secular co-worker. I was reading this aloud to the children, and it started off so interesting. They were always begging for one more chapter. And then the story really started to change, lag, and fall apart. And then it became more and more inappropriate for children. Flirting, stealing, effeminate boys and masculine girls, etc. I did a lot of editing as I read aloud. Decided to go ahead and stop reading officially when a character was revealed to be gay. Even though it was quite subtle and I could have kept editing... it was getting to be too much effort, and I really wouldn't recommend this book. It's such a shame that it's so hard to find good, clean, innocent things for children these days.
[I received an electronic review copy from Netgalley in exchange for an honest review. All opinions are my own.]
4.5 stars. What would happen if your Dungeons and Dragons campaign moved into the real world? That is part of the premise to this story. And it was all sorts of fun. The characters were great and the mashup of RPG characters in our world was a lot of fun to read. Kids unfamiliar with RPGs may want a brief overview of how they work if they have questions about the dice and such in the game play. The rest of the story hangs together without any special information needed.
Ralph and his friends have spent years bonding over their weekly Reign of Dragons sessions. Now that they're in middle school, though, only Ralph seems to care about their epic campaign to locate all the parts of the Serpent Scepter. He has to employ serious guilt to get Jojo to come to the final session instead of going shopping. Then they magically summon their RoD characters to the real world and everything goes nuts. The adventures of a halfling rogue, dwarf cleric, half-orc bard, and the rest of their band in Brooklyn are a hoot, but it takes a very slow hundred pages to get there.
I thought the concept of this book was really good (who wouldn't want their favorite characters coming to life?!), but I feel it fell short for me. I know a little bit about RPGs and you don't need to know much about them to understand this book, but it wasn't believable enough for me. I realize it is fantasy, but the mashup of real-life vs. game seemed off to me. I could see kids reading this and then getting interested in RPGs, which would be great!
I was looking forward to reading this book because I enjoyed Click Here to Start. Although this book has some similarities, I felt lost at the beginning. I have never played Dungeons and Dragons and don’t know much about it. However after the first third of the book, and after I made a list of which kid character was similar to which game character, I got into the plot line and enjoy the rest of it.
Not my typical read, read it with my 9 year old son, but it was a great book! It reminded me of Dungeons and Dragons type of gaming, a group of kids playing when after a few years they all want to go their separate ways. They get together for one last hurrah, and things go crazy! Definitely quite the adventure! This was a very fun read; I have already sent it out to three people as a recommendation for their kids!
As someone who just recently got into playing D&D, I was really intrigued by this book's concept. I was worried I wasn't going to like it at first because of all the exposition, but actually I ended up loving it! It had believable characters, an original plot, and a satisfying ending. Definitely give this to any kid who loves tabletop roleplaying games, or if you love them yourself, you will probably love this too!
This novel would have been a favourite of mine had it existed when I was twelve. The references to Gary Gygax and Dungeons and Dragons (without actually calling them that) makes this a good read for adults, while the story still remains fun for kids. I read this with a class, and then we played a game of D&D together.
A fun read. I enjoyed the development of the characters and their relationship with each other. I recommend this read to anyone that enjoys fantasy books.
I received a complimentary copy from NetGalley in return for my honest review.
Five kids play a D&D analog, but four of them are drifting away. The fifth is trying to hold on, but then pre-teen angst takes a break when their characters invade the real world and the group has to solve an actual quest to save their alter egos. And avoid looking like nerds in the meantime.
Boring and 2D even for a kid's book. The idea of D&D characters coming into the real world should have been fun and more energetic than it actually was.
The Game Masters of Garden Place is a quick and fun read for the middle-school set. The inside jokes and nostalgia of D&D would encourage any parent to read along with his or her child; the exciting and fulfilling ending is good for all.
I received my copy from @Netgalley in return from my honest review!
“ What if your favorite fantasy game characters showed up on your doorstep IRL?
Sixth graders Ralph, Jojo, Noel, Persephone, and Cammi are hooked on fantasy tabletop role-playing games. When they somehow manage to summon their characters to Ralph's house, things take a truly magical turn!”
The Game Masters of Garden Place is a super quick, fun, enjoyable read! Its great for your Middle grade readers. I think all of us have imagined what it would be like if our favorite games/Characters came to life. What would we do?!
It was a tad slow in the beginning but I’m glad I didn’t stop! I loved it! The book is for D&D lovers. I’ve never played it, but I think I will give it a try sometime!
Our overall review of the book is a solid 3/5 stars. Great characters, story line is cute and super fun for your kids!
I cannot express how excited some of my students are about this book! As a librarian at a gifted middle school, I have more than the average number of D&D players coming in looking for books, and this is the perfect book for them. Denis Markell really has his finger on the pulse of middIe grade readers, especially mine! I was laughingly reminded of Bill & Ted saying "Want a Twinkie, Ghengis Khan?" when the barbarian woman has to be told not to chop people up, and so many adults remember thinking how great it would be to have their favorite characters brought to life.