Captives of Sorcery...
It began as just another evening of fantasy gaming with James, Karl, Andrea, and the rest ready to assume their various roles as wizard, cleric, warrior, or thief. But sorcerous gamemaster Professor Deighton had something else planned for this unsuspecting group of college students. And the "game" soon became a matter of life and death as the seven adventurers found themselves transported to an alternate world and into the bodies of the actual characters they had been pretending to be.
Cast into a land where magic worked all too well, dragons were a fire-breathing menace, and only those quick enough with a sword or their wits survived, the young gamers faced a terrible task. For the only way they would ever see Earth again was if they could find the legendary Gate Between Worlds - a place guarded by the most terrifying and deadly enemy of all....
©1983 Joel Rosenberg (P)2012 Audible, Inc.
I first read this book as a kid and I loved the idea of it being based on kids playing a D&D like game and getting transported into it.
Dream Park by Larry Niven. It is another great example of people playing a role-playing game in real life.
Fantasy Becomes Reality!
If you are a lover of dungeons and dragons or role-playing games you will enjoy this book. I hope the other books in this series will be available soon.
Commodities broker, father, husband, and avid scifi/fantasy/self help fan.
I've just completed a long review for Jordan's Last novel, so in fairness, I must keep this one brief.
I first came across this book decades ago, and it pulled me into a fantasy series that offered great reading and loads of fun. It starts a bit slow, but then it builds into a wonderfully detailed fantasy world without being tedious, and sets a journey that will take the entire series to complete. It deals with modern and timeless moral issues, and does it very well.
This series is one of the earlier "modern people thrust into a fantasy realm" that really had meat to it, real "bite" similar to Andre Norton's earlier effort, Quag Keep. Rich characters, great plot, a detailed world and just plain good writing. Machiavellian and magical, and I like both together. This series has it in spades.
The narrator Silverstein is great for this work, and I hope to hear more of him in future listens.
I liked this first Audible novel in the series so much, I bought the entire series, and I do NOT regret it.
If you like Dungeons and Dragons, if you play dungeon crawler games, if you like action in a fantasy realm, you'll enjoy this. A LOT.
Plain and simple. it's GOOD. Enjoy!
Crude language and content. Too much for me, probably not an issue for many listeners.
No. It all begins here. I expect more of the same.
They were all pretty good.
I'd change the language and modify a few scenes.
Narrator was very good.
I also expect that listeners interested in following a D&D type story will like this.
KJV Mid Acts Man
I loved this series when I was a teenager and belonged to the Science fiction book club.
I have read around 5 of his books and really like his writings.
I adore the whole concept of this story
Much like the book, it took me a while to get back into it. but Half way through it picks up and the rest of the series does not let down, you just have to struggle to that halfway point
I highly recommend this series to fan of the fantasy genre who are looking for a fun filler series while waiting for the heavier stuff, ie, Stormlight, Demon Cycle, Song of Ice and FIre, to drop. Any ex or current RPG'ers should check them out, too. I never read or even heard of this series when I was younger so was pleasantly surprised by what I found, They are fun and even a little gritty at times. Check them out.
I read this series as a young adult and enjoyed it, so I decided to take a stroll down memory lane and listen to it again as an adult.
It's a rare genre that I have a soft spot for: a group of college-aged kids who roleplay together end up in the game for real, no longer playing characters but actually living their lives, with the knowledge and skills from their own lives. It's a pretty awesome idea - take your average teenager and give them the body and skills of Conan the Barbarian, or Merlin the Wizard, and you have an idea of what fun it could be. But that's not what this book is about. The fun is temporary - the book focuses on how flawed everything is - the world, its people, and even the main characters.
The characters in it are all flawed people. They're not BAD people, but they're also not without problems. The novel stresses the idea that people can grow out of childishness and into heroes. But in the meantime, you get a group of people who can be self-absorbed, petty, and rubbing against each other in the worst possible ways. There are love triangles, unresolved issues, and lots more going on behind the scenes.
The whole book is full of mistakes the characters make - some accidental, some caused by their personality quirks, some because they are seeking to become heroes - that cause bad things to happen to them, from losing their spellbooks right away to a main character dying to the girls getting raped. THIS BOOK IS DARK. Bad things happen to good people. It's not always the fault of the protagonists, but they usually contribute to it through naivete and mistakes. While the worst events take place off-screen, the effects aren't just brushed aside - the book dwells on them and how big events change people, and not always for the better.
The book gets better the more you read, but it can be slow going. The first chapter in particular was a little painful to listen to - it introduced each of the main characters as they went to their weekly gaming session. With a whole group to introduce, you can't really get to know any of them, so they ended up feeling like two-dimensional stereotypes. That may have been on purpose, though - as the characters go through strife and suffering in the fantasy world, we see them grow up and become more three-dimensional. And the heroes begin to realize that the fantasy world they are so eager to leave needs someone from our world to bring some badly needed enlightenment - at the point of a sword. Thus beginning a series.
In terms of writing style and reader performance, both were a bit lacking at first. The reader had to speak dozens of different voices from different genders, ages, and races, and did a fine job of keeping them all separate and distinct, yet some of them sounded a little too comical. However, as the story went on, I began to notice this less and less. In terms of literary quality - well, this is no great American novel, but the writing style isn't horrid, either. While it is tough to get through the first two chapters, and while the group still seems selfish and childish halfway through the book, it all starts to seem worth it once the group meets the dragon halfway through the book. Then, the book takes the rug from beneath your feet, and changes everything in the last chapters of the book.
This is a book about growing up, about losing your innocence, and about redefining what heroism means. It's also a book about roleplaying rules, roleplaying groups and roleplaying quests. if you're not into fantasy or you're not into roleplaying games, I'd suggest giving this a pass. But if you're into roleplaying games, especially tabletop ones, and if you've ever wondered what it would be like to travel back in time or into your favourite movie, this could be the book for you.
Yes! I loved the print version, but the narration was charmingly done.
The vibrancy of the descriptions made me feel as if I were there. The story grabbed my attention and did nog let go until it was done.
His ability to honestly bring the characters to life.
I sat on the edge listening as the scene unfolded. My heart broke for the girls after the rape.
I am looking forward to the next books in the series.
If you like hanging out listening to your friends tell you, in detail, about that D & D game they were in ' that one time'...then you'll like this book.
Not even close to the world of Dragonlance!
This a story about a group of gamers who are transported into the world they've been playing in for some time. They keep the knowledge of their home world yet gain the knowledge, bodies and skills of their character.
I do hate that it seemed much easier to approach and talk to a dragon than to decide to rescue the women before they are gang-raped. "I can go berserk and rescue everyone, but I'll wait until they are done with the girls"...and the women don't even object...
I vaguely remember reading this novel when it first came out, and thought I had liked it. Either I mis-remembered or my tastes have changed a lot. The premise is interesting: gamers who get stuck as their characters for real. However, the characters in this novel would never survive a game campaign, much less real life. Most are selfish, untrustworthy, and have no honor or loyalty to their companions. Some supposedly high-level characters are whiny and incompetent. Being a long-time gamer, I cannot imagine adventuring with such a treacherous lot - yet Rosenberg would have us believe that these are the 'real' characters translated from the gamer's imaginations. The awkward casting is made worse by narration that is harsh and oddly timed - much like having it read by an angry 'Joe Friday' from the old Dragnet TV series. I struggled to get through the first few chapters and finally erased it.
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