I was a beta reader for author Williams' action-packed subversion of the “Chosen Ones” trope chock full of humor and poignancy, enjoying it then and now. A strong theme throughout might be “be careful what you wish for, you may just get it.” After Lorenzo and his teenaged school pals go through the looking glass, their “we’re not in Kansas anymore, Toto” realizations are priceless! Despite their all being LARPers, they come to find out quickly that this is no game and that the stakes are despairingly high. None can take their ever returning home or even living to see the sun rise above Mezzo-Earth once more for granted. The “merry adventurers” of Good Company come to know defeat and despair as they come to realize just how feckless and impotent they are, the unlikeliest of Chosen Ones. But like teenagers everywhere experience, they grow and change and adapt to their new, unfamiliar, scary surroundings, coming to grips with new emotions, new conflicts, new responsibilities. This, along with the gaming terminology introducing each chapter, helps make this book eminently relatable to its intended audience and, to readers young(ish) and old, fun! Readers will come away eager to follow along with Good Company for yet another adventure in Hobbs Woods—a tantalizing proposition Williams leaves open in an infuriatingly vague manner.