A quartet of teens argue over whether it's time to end their fantasy roleplaying campaign. What they don't know is that the gameworld they created is real, and the characters aren't going to go down without a fight. I wasn't onboard for most of this book, but some 11th hour dragon shenanigans led it to ending on a high note, and left me interested in finding out what happens next.
One of the kids fear that they're becoming overly obsessive about the game, and moves to end it; another (the sole female character of the four) would prefer to defend it, and the other two are pretty laisse faire either way. The story, however, is not really about the kids at all. They appear as frames for the beginning and end (and occasionally at the end of a major section), and the concept of their presence shapes much of the action and worldbuilding in the main story, but it's the inhabitants of the gameworld themselves that drive that story. I get why Anderson is going in that direction; the main narrative thrust is exploring how a world shaped by D&D style rules would resent the outsiders that govern their existence, while at the same time feel pressured to perform for them. I think a more interesting approach would involve them more directly; Kieron Gillen's Die, for example, pursues this to great effect.
Instead, we get a series of set pieces with the three main warriors. The set pieces feel a bit rote at times, which to be fair, is part of the plot, that with the earlier end of the big battle of good and evil, the gameworld has gotten a bit rote. But it doesn't make reading the book more attractive. This is very early in Anderson's writing career, and honestly, he's not that great with characters in general; he can handle character types well, and his plots can be a lot of fun, but the stories as a whole are often driven by pre-existing familiarity with the characters (as in his Star Wars stuff) or the fun of watching the plot pieces he's set up bash against each other. We spend most of the book with the warriors Delrael and Vailret, and the half-Sorcerer Bryl (these are some extremely D&D names) and other than Del being a bit studious and Vailret being resentful, they're not really that distinct. (There's a bit more promise in future volumes for the city of thinkers, but we'll see.)
The plot feels pretty rote: there's a fight with an ogre to kick things off, and subsequent encounters at an ice palace, a forest grove, and the aforementioned city of thinkers. Eventually, they get around to a bit of a dragon encounter, and this has just enough personality to push it into a level of greater fun. (It's got a definite Smaug/Hobbit kind of feel, but it works.) The result is basically that I liked the premise, but the book doesn't really live up to it. And I liked the last third while disliking the first two thirds--but that last third doesn't really live up to the premise either. There's just enough here that I'd try the next book in the trilogy, but I was hoping for something more.