- File Size: 1288 KB
- Print Length: 284 pages
- Page Numbers Source ISBN: 1481952439
- Publisher: Robert Bevan (June 5, 2012)
- Publication Date: June 5, 2012
- Sold by: Amazon Digital Services LLC
- Language: English
- ASIN: B0088XPHOK
- Text-to-Speech: Enabled
- Word Wise: Enabled
- Lending: Enabled
- Amazon Best Sellers Rank: #5,774 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
|Print List Price:||$15.00|
Save $14.01 (93%)
Critical Failures (Caverns and Creatures Book 1) Kindle Edition
|Length: 284 pages||Word Wise: Enabled||Enhanced Typesetting: Enabled|
|Page Flip: Enabled||
Switch back and forth between reading the Kindle book and listening to the Audible book with Whispersync for Voice. Add the Audible book for a reduced price of $7.49 when you buy the Kindle book.
Try Kindle Countdown Deals
Explore limited-time discounted eBooks. Learn more.
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Customers who bought this item also bought
Would you like to tell us about a lower price?
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
So it is that Tim, Cooper, Dave, and Julian find themselves inhabiting the bodies of their game characters, and minus the beer. They wake in the world of their game, and Camelot it is not. As low level characters with limited skills, they soon realize that perhaps beheading that soldier over a few routine insults had been a bad call. Ready or not, they must now "be" the game. Namaste.
And that's just the beginning. There is nothing serious going on here, folks. This book is strictly for fun, and you need not be a fan of role playing games to enjoy it. I've never played, but Robert Bevan does a good job of explaining the game without bogging down the story. I had no trouble following the action and appreciating the humor. This is the first of several stories, but the ending is not unfinished. It's more like a "tune in next week for more adventure" type of deal. One note - this is definitely adult fare, not suitable for the younger set. It's also not for those easily offended by some profanity and a bit of crudeness. These characters are not Boy Scouts. But they are the good guys, and funny. I plan to read more of their stories.
If you are now, or ever have been, the kind of relatively low rent guy or gal who gets together with a bunch of similarly low rent friends and gets hammered and hams it up alternatively over role playing your D&D characters and swapping over the top insults, you, too, will probably laugh, cry, and/or soil yourself reading this book.
If all of that sounds more appalling than appealing, then this probably isn't for you. The author's plotting, writing, and character building skills are quite good - more so than you might expect from a book like this. But you will need an appreciation for low humor and the particular mindset of the working class to really understand where they're coming from.
I wasn't kidding about the real, over the top laughter though. Or the stares I got in the Waffle House this morning. Now, if you'll excuse me, I'm gonna go buy the next book in the series.
Eventually, the book did get better. It started focusing on the story and not the characters (who continue to be immature and unlikable). The end was a surprise, and I admit I laughed.
Part of me wants to read the next book. Part of me thinks I would be nuts to do that, given all the problems with this one.
While reading this book, I laughed out loud in more than a few places. The jokes and funny situations around the rules echo a lot of the things we joke about in my own gaming group. Even more, I recognized these characters from years of table-top roleplaying games. They are a lot of the people I sat across from.
The book is fun, and funny, and if you've been a gamer for any length of time you'll find that it often holds up a mirror in which you will see your own gaming groups. Further, the ending is not what I anticipated - and that's a good thing.
Check it out - it's worth the read.
There are these four guys, Tim, Dave, Cooper, and Julian sitting down to play a game of Caverns and Creatures in the lobby of the restaurant that Tim apparently runs. They’ve invited this game master to come run the game for them but they haven’t met this guy before. He’s so over-the-top that Cooper can’t resist heckling him. But you should never anger your GM and the guys find this out the hard way.
Suddenly they’re inside the game, really living it. It’s dangerous and painful and hilarious. Julian is new to the game so he doesn’t know any of the rules and that creates some scenarios you can relate to if you’ve ever played with a brand new player. Issues come up because of the way Cooper assigned his ability scores.
This book is intended for an adult audience. I wouldn’t give it to a kid to read unless you’ve read it first and find it appropriate for that specific young person. Older teens shouldn’t have a problem with the book though.
If you’re an old school tabletop RPG player, this book is for you. Grab a copy and dive in. I recently bought the collection which includes books 1-4. I enjoyed it enough to want the whole bunch. You can save money by buying them that way so I would recommend it.