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Playing for Keeps
- Alpha World, Book 4
- Narrated by: Peter Berkrot
- Length: 12 hrs and 17 mins
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Publisher's summary
Alpha Company is embarking on a grand mission, crossing the Dead Lands to find and conquer Gwain’s Keep. Led by Alburet, most of the guild embarks on what could be an epic and memorable journey, as they aim at being the first Two-souled guild to capture a keep.
Besides safeguarding the members of the guild, Alburet also has to worry about the natives that are with them on their journey. Deidre Crowley, Stacia’s sister, is the one he worries about most, having sworn to see her safely across the lifeless desolation of the Dead Lands.
Having to be ultra-vigilant during the day, night brings welcome relief and relaxation to the raid.
For Alburet, Karen, and Stacia, it also brings their chance to help Fluffball come to grips with her past.
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What listeners say about Playing for Keeps
Average customer ratingsReviews - Please select the tabs below to change the source of reviews.
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- Erik
- 06-22-18
"Mehh"
I still love the series. But this book lacked a lot. I like books that can make me feel something. An emotion, no matter how shallow. I felt nothing for 4/5ths of this book. I listened intensively for 9 hours expecting something to jump out at me. A raw emotion, a sense of dread, or exhalation. for almost 4/5th's of the book a cycle was installed. MC and crew fought the same enemies, set up camp, sexual frustration escapades, memory scene, wake up, eat, and repeat. I could practically predict the next chapter almost phrase for phrase. It felt lazy. I am hesitant to recommend this book. Not much happends and honestly you might be ok with skipping this one. The only value to this book were the memory scenes from the main characters, which adds up to about an 1-2 hours out of the whole book.
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- Lance
- 08-22-18
wonderful continuation but....
another wonder book in the serious but it does drag in the middle but for a good reason it builds on everyone's backstory and shows what is in there past but highly recommend if your a fan of series
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- RJ
- 08-13-21
One of the best!
When Alburet married Stacia he believed it only right to be faithful to his wife, according to how his father had raised him. This new morality effectively cut off Karen from any further sexual contact with him. While Alburet felt Karen would understand, when in fact, she was very upset feeling betrayed. Due to her upbringing and forward personality, relationships were difficult, making her lonely. When she met Alburet, and then Stacia, Karen felt she had finally found a mate or mates. This abrupt turn of events was devastating, her psyche sliding into anger and depression. Alburet and Stacia loved Karen and they were determined to right this wrong. Meanwhile, Karen was becoming attached to Fluffball, wanting to help Fluff out of her extreme timidness, for Fluff’s sake and her not-so-hidden desires. Alburet and Stacia assisted in this goal, knowing it would benefit Fluff. Mindblown decided to offer the abandoned keeps/castles throughout Alpha World to the established guilds. To claim a keep, a guild “merely” had to occupy and retain control of it. Alpha Company crossed the desert, known as the Deadlands to find Gwain’s Keep. Stacia’s mother, Lilith, gave Alburet the location as a late marriage present. The trek across the Deadlands was very dangerous, requiring hiring mercenaries to accompany them. Desert monsters included sandworms reminiscent of the novel Dune Trilogy. Much of the story concerns Fluff’s repressed childhood memories, Alburet’s memories of the death of his close friend, its effect on the daughter Kaylee, and Stacia’s therapeutic help to both. Gwain’s Keep is an instance dungeon, a separate server instance from the other players in the game, having a very powerful boss at the end. Raids are much more dangerous than typical dungeons, usually requiring fifty to hundreds of adventurers of all types. The Battle for Gwain’s Keep is the most exciting part of the story. Time to play for keeps! This volume is composed of the expanding and deepening relationship of the four main characters, the adventures of the growing guild, and the fight for Gwain’s Keep. The guild and its adventurers encompass the gaming aspect of the tale versus the emotional interactions of the characters. Both combine to create an exciting, yet heart-warming story.
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- R. JoKerZ
- 09-03-18
good book
doo is great I just keep getting lost when battles happen. plz keep writing though
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- Tom Sitlington
- 08-30-18
Wow, What a Book!
I have listened to all 4 of the series so far and I have to say I think the 3rd and 4th are my favorite which is such a rare thing in series. This book had it all, Imagination, a hero, a villain, romance, strategy, combat, comradeship and Ophelia as the Future Raid Boss. I already purchased the 5th, only reason I'm not listening to it yet is this Book, Author and Narrator deserved this review.
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- Corey whaley
- 12-31-18
Really good character development
Loved what I have seen so far really starts to give more meat on the characters.
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- Kiba Snowpaw
- 09-24-23
Playing for Keeps
Introduction:
Greetings from the icy landscapes of HowlStrom, fellow inhabitants of the digital realm. I am Kiba Snowpaw, a Furry alpha male Ice Wolf, and I come to share with you my thoughts on "Playing for Keeps", the fourth book in the Alpha World series. The winter that grips my home world once every century gives me ample time to explore the digital dimensions, and I've been gaming for as long as I can remember. But today, I'm here as a critic, offering an in-depth analysis of an audiobook that has both intrigued and disappointed.
Basic Plot Summary:
The story revolves around Alpha Company's ambitious quest to traverse the perilous Dead Lands and conquer Gwain’s Keep. Led by Alburet, the guild embarks on this daunting journey, aiming to be the first Two-souled guild to seize a keep. The narrative not only touches upon the challenges faced during their journey but also delves deep into the psyche of the guild members, exploring their past traumas and challenges.
Analysis/Evaluation:
While the premise of the story is engaging, it seems the actual execution has left much to be desired. Many listeners have voiced concerns about the overemphasis on romance and explicit content, leaving the litRPG elements, which should be the core of the story, somewhat overshadowed.
Characters:
Alburet, the central figure, seems to have a depth that gets drowned amidst the overly romanticized narrative. Other characters like Karen, Stacia, and Fluffball also have potential, but their development appears stunted due to the excessive focus on their personal traumas and relationships.
Structure:
The story seems to be structured more as a soap opera rather than an adventure. There's a repetition of scenarios with minimal progression in the main plot. The essence of litRPG, which involves leveling up, battling foes, and exploring new terrains, feels diluted.
Impact:
The immersive world that was built in the initial books of the series seems to lose its charm in this installment. The feedback from other listeners indicates a sense of disappointment and a longing for the adventure and thrill that the series initially promised.
Hook and Thesis:
The hook, which is the grand mission of conquering a keep, is compelling. However, the progression and the narrative don't do justice to this central idea, leading to a lack of cohesion in the story.
Praise and Critique:
While Peter Berkrot's narration remains commendable, capturing the essence of each character, the content he's given doesn't shine as brightly. The first few books set a high bar, and it's disheartening to see the narrative decline in quality. The story's potential is evident, but it gets mired in unnecessary subplots and explicit content.
Comparison:
Compared to the initial books in the series, "Playing for Keeps" feels like a detour from the main path. Where the first books were packed with action, adventure, and the allure of the game, this one delves too deep into the personal lives of the characters, losing the essence of what made the series appealing.
Conclusion:
In the vast icy landscapes of HowlStrom, we value tales that transport us to other realms, tales that are both immersive and captivating. Unfortunately, "Playing for Keeps" feels like a missed opportunity. While the world-building remains commendable and the characters intriguing, the narrative needs to find its way back to its roots. As a gamer and an aficionado of litRPG, I hope the series finds its footing again in the subsequent books. For now, I leave with a heavy heart, hoping for a return to the adventure and thrill that initially drew me to Alpha World.
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- Kindle Customer
- 06-30-18
Awesome!
And we've got a harem! This book was fan-effin'-tastic. I wonder if that is vanilla enough to get past the censors.
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- FOSTERBDAV66
- 07-10-18
Another great piece of this story
The story continues: they're out to take over the Keep. First, they have to get there; and it's a two week journey through contested land. A daily grind, lots of experience, and death await them.
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- Kindle Customer
- 07-07-18
great continuation
I hate how the author keeps teasing the truth and we have still yet to discover some of the back story. that said if you liked the other books I'm sure you'll like this one too. :) great performance as always
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