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It's All Fun and Games

ebook
1 of 1 copy available
1 of 1 copy available
"What would I do if my favorite fantasy world came to life? It's a question every nerd has asked him or herself, and Dave Barrett answers it in a tremendously fun, well-written story of swords, sorcery, and survival." — Dan Casey, Senior Editor of Nerdist
When Allison's best friend, TJ, convinces her to come along for an epic game of LARP (live-action roleplaying), she reluctantly agrees despite her reservations about the geeky pastime. TJ's weekends are filled with powerful wizardry, mystical creatures, and intense battles with his LARP group. Each adventure is full of surprises, but the goal is always the same—to defeat the monsters and find the treasure.
Not long after their quest begins, the friends discover that something has gone wrong. The fantasy world they've built has transformed, and the battle they're in the midst of is no longer make-believe.
Now they must fight for survival against brigands, kobolds, and other deadly mythical creatures that come to life. Fortunately, the group's once-fictional magical powers have also become real—including Allison's newly acquired gifts as a healer. They'll need everything in their arsenal if they hope to make it home alive.
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    • School Library Journal

      July 1, 2016

      Gr 8 Up-When Alison's best friend T.J. mentions that Simon, her jock crush, will be participating in a local Live Action Role-Playing (LARP) game, Alison grudgingly dons borrowed armor and a Viking helmet and heads into the woods. T.J. and his group of adventurers explain the rules of LARPing and proclaim her their cleric healer. After they decide to leave the marked forest and game path, an all too real ambush leaves one of their members dead. Somehow, the LARPers have transformed into the very characters they created, complete with skills, magic powers, and even memories. Embracing their new abilities, the teens decide to forge ahead on their quest, hoping it will lead them back to the real world. Differences between reality and the magical realm are subtle, and observant readers will notice the shift in setting. This quickly paced narrative will draw in young adults, who will be eager to see how the teenagers respond to kidnappings, kobolds, and murder while dealing with their newfound skills. Barrett's unique, adventurous tale will appeal most to role-playing fans, World of Warcraft gamers, and players of Dungeons and Dragons. VERDICT A solid purchase for reluctant readers and gamer communities.-Rebecca Greer, Hillsborough County Public Library Cooperative, FL

      Copyright 2016 School Library Journal, LLC Used with permission.

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  • English

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