This series is for anyone who wants fleshed-out characters interacting with a world that captures the feel of a tabletop game. That being said, it's not the most light-hearted romp through a gameworld, so just know what you're getting into.
Plot - 10/10, Characters - 9/10, Setting and Magic - 9/10, Writing - 9/10, Enjoyment - 7/10
Plot
Juniper Smith is a 17-year-old who enjoys playing tabletop games with a close-knit group of friends. But when one of the group, his best friend Arthur, is killed in a car accident, the group slowly dissolves and Juniper falls into an angry depression. It's in this state of being that he suddenly wakes up in a fantasy world that seems to be a mish-mash of various homebrew campaigns he ran for the group.
Juniper has to survive his immediate circumstances of being tossed into an exclusionary zone no-man's land with a plane full of various criminals, figure out how much of the world is truly from his tabletop creations and how much is something else, all while gaining levels and skills to survive.
It's a great gamelit story from the jump with the added layer of psychological exploration as Juniper interactions with the world and the people in it. Is Juniper living in a simulated world created for him, or is he merely afflicted with a mental delusion people in the game world call "dream-skewered" where they believe in some imaginary place called Earth.
Characters
The characters are all fleshed out, each with their own goals and immediate needs. There's a bit of a conceit expecting the reader to accept Juniper and Amaryllis to be believable 17-year-olds, but maybe it's just me. It seemed like many of the characters, namely Juniper and his companions, were walking Jeopardy contestants with everyone regularly making references that would be super obscure for a teenager to make.
Setting and Magic
The setting is a strange mix of Fallout and medieval fantasy with everything from swords to airplanes and various magic. There's plenty to keep the reader, and the characters, on their toes. Purists who are looking for a typical medieval fantasy with magic might struggle a little with the guns and helicopters, and I'll admit a small part of me didn't like it that much either.
I did like how the magic didn't follow the typical Vancian style of D&D spellcasting with spell slots. While I know it makes sense from a certain game balance perspective, it just wrecks my enjoyment and immersion.
On that note, I couldn't help but dislike the amount of shenanigans and dishonest wizardry, and by that I mean the overabundance of reality-breaking items, abilities, and spells. While it played into the authentic representation of many tabletop mechanics, I'm not a fan of every encounter plan devolving into calculations of laden vs unladen European vs African swallows. To me, it's just nonsense that further hurts my immersion. Not only does it cause people to spend more time talking about hypotheticals than taking action, but such a world would result in full party wipes nonstop, so the fact our main characters aren't constantly dying suspends the disbelief a bit too much for me.
Writing
I don't have any complaints here. The scenes were always pretty clear and easy to visualize, and I don't remember any particular grammar issues jumping out at me. The author seems to have put quite a bit of thought and effort into every niche and crevice of this story.
Enjoyment
I'm a bit of a hypocrite, I guess. On one hand, I get bored with many of the gamelit tropes and cliches along with the bland characters. Then we have stories like this one and Book of the Dead by RinoZ that give me what was lacking and then I'm like...but I wish the characters went out and had fun grinding some mobs for a bit instead of being unhappy so much. I am like Goldilocks complaining that the Gamelit is fun but too bland or spicy but too melancholy.
It is what it is and I still really enjoyed this, but I also think it might border on misery porn a bit too much for some readers.