Product Description It was supposed to be just another Sunday night fantasy role-playing game for David, Tyrone, Scott, and Melanie. But after years of playing, the game had become so real that all their creations—humans, sorcerers, dragons, ogres, panther-folk, cyclops—now had existences of their own. And when the four outside players decide to end their game, the characters inside the world of Gamearth—warriors, scholars, and the few remaining wielders of magic—band together to keep their land from vanishing. Now they must embark on a desperate quest for their own magic—magic that can twist the Rules enough to save them all from the evil that the players created to destroy their entire world.
Customer Reviews: For anyone that likes role playing games OR is a writer!November 28, 1999 4 out of 4 found this review helpful
This book is one of those few that really captures the imagination, and one of my favorites from the age of 14 through college. There are two ongoing scenes, one with the "real world" people playing a medieval role-playing-game, and the other focuses on what goes on with their characters in Gamearth... When one of the real-life gameplayers decides to destroy Gamearth, the characters have to act independently to escape the game-world and come into the real one, proving that their land is alive and more than just figments of the players' imaginations. You get to see both the side of the real-world reacting to the characters refusing to do what they are told AND the characters' points of view as a roll of the die brings chaos to their land. Perfect for anyone trying to write stories or playing RPGs, as it brings into question the idea that our "imaginary" world might be more than something we just dream up that goes away when we close the book or stop the game!