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Wizards of the game
    Lubar, David.
Publisher: Philomel Books,
Pub date: c2003.
Pages: 166 p. ;
ISBN: 0399237062
Item info: 2 copies available at Dunbar Public Library and Horace Mann Middle School.
Holdings Change Display
Dunbar Public Library Copies Material Location
LUB.D 1 Book 28-day loan YOUNG ADULT FICTION
Horace Mann Middle School Copies Material Location
FIC LUB 1 Book 28-day loan FICTION COLLECTION
Summary
Mercer Dickenson lives for the battle. Along with his warrior-mage, Shath'dra, Mercer plans to dominate the world of Zule with wealth and power. But first, there is the little problem of Geography class. . . . Such is the real world for Mercer, an eighth grader who loves nothing more than the role-playing fantasy game Wizards of the Warrior World. Until, that is, a group of students protest the game for its simulated use of magic. The local press picks up on the story, and the next thing he knows, Mercer is being stalked by four real-life wizards who desperately need his help. Suddenly the role-playing has become all too real, and Mercer's own life is at stake. David Lubar has written a funny, tongue-in-cheek fantasy very much in the tradition of Buffy the Vampire Slayer. Distributed by Syndetic Solutions, Inc.
Publishers Weekly Review
Switching gears from his psychologically complex Dunk, Lubar here focuses on lighter fare: the world of obsessed gamers. Mercer Dickensen (aka Shath'dra, sixth-level Warrior-Mage) thrills to the imaginary adventures of the fantasy role-playing game Wizards of the Warrior World, and he proposes hosting a gaming tournament for part of the eighth-grade fundraiser. His classmate Ed, however, objects on religious grounds (he claims the game "is a training ground for damnation"), and when Ed writes a column in the school paper, a round of protests from a fundamentalist church and the ensuing media attention put the kibosh on the tournament. After devoting about two-thirds of the novel to this controversy, the author abruptly shifts genres. Mercer's talk of wizardry and spells has convinced four real wizards that he is the "magus" who can help them leave this world and return to their own, whereupon Mercer and his friends attempt some magic. After the sensible, issues-oriented set-up, the full-throttle fantasy seems trite, its stakes low. Readers as gaming-obsessed as Mercer may be willing to suspend their disbelief, but others may find it an imposition. Ages 10-14. (Apr.) Copyright 2003 Reed Business Information. From: Reed Elsevier Inc. Copyright Reed Business Information
School Library Journal Review
Gr 5-8-Mercer Dickensen's passion is a fantasy role-playing game called Wizards of the Warrior World. He and his friends play during free periods, after school, and on weekends. When he is asked to help organize the annual school fund-raiser to benefit a local homeless shelter, he suggests a gaming convention in the gym, with observation posts and all kinds of associated sale and swap tables featuring books and other paraphernalia. His idea is enthusiastically adopted by most of his classmates and teachers, as well as by Pastor Chuck, who runs the shelter. However, a dissenting article in the school paper by a student who links the game with Satanism and devil worship brings out a group of Bible-toting fundamentalists who halt the convention and game playing at school. After Pastor Chuck introduces Mercer to some of the residents of the shelter, these strange people start calling him Magus and beg that he help them return to their own world. It takes some time for Mercer to realize that they are real wizards, but eventually real magic and its related danger overshadow the game controversy. Short, often funny, and easy to read, the story combines wizardry and the real world of eighth grade in a way that is entirely believable and thought-provoking. Both sides of the issues are presented briefly but fairly, from different interpretations of the Bible to the pros and cons of wizardry, both fantasy and real. Help comes from an unexpected source, providing a surprise ending and more food for thought.-Susan L. Rogers, Chestnut Hill Academy, PA Copyright 2003 Reed Business Information. From: Reed Elsevier Inc. Copyright Reed Business Information
Booklist Review
Gr. 6^-8. Eighth-grader Mercer Dickensen loves the role-playing game Wizards of the Warrior World. After he convinces his school to sponsor a role-playing weekend tournament in order to raise money for a homeless shelter, he incurs the wrath of a local minister, who manages to get the tournament stopped by convincing the school board that the game is dangerous and evil. The story jarringly proceeds, with Mercer and his friends accidentally opening a portal to another world and finding themselves battling scary supernatural monsters that are released. This unexpected event seems to add credence to the minister's argument. After all, should kids be playing such a game if such supernatural beings can actually be invoked? Despite some awkwardness and confused plotting, the first-person narrative is breezy and funny, and the book will find an audience, especially among children who like role-playing games themselves. --Todd Morning From: Syndetics Solutions, Inc. Distributed by Syndetic Solutions, Inc.
Table of Contents
   1 Killing Time p. 1
   2 Raising Tcouble p. 6
   3 Stripped of All Dignity p. 11
   4 A Devil of a Problem p. 16
   5 The DownSide of Downtown p. 21
   6 Let the Games Begin p. 27
   7 Meeting With Some Problems p. 32
   8 What's the Big Idea? p. 37
   9 Welcome to My Other World p. 44
   10 Meet Chuck p. 49
   11 No More Mr. Knife Guy p. 55
   12 Ed Fled p. 60
   13 A Heck of a Column p. 64
   14 Demon-stration p. 70
   15 Flipped Out p. 76
   16 Press Start p. 83
   17 De-fence p. 89
   18 Don't Read Everything You Believe p. 95
   19 A Little Help p. 100
   20 Disorderly Conduct p. 106
   21 Hit by a Board p. 113
   22 For My Next Trick... p. 119
   23 The Tables Are (Re)turned p. 123
   24 Playing With the Truth p. 128
   25 Vanishing Wizards p. 132
   26 Look Who Popped Up p. 137
   27 Stopping by the Art Room for a Spell p. 143
   28 Mind If I Cut In? p. 149
   29 Dust in the Nick of Time p. 154
   30 Mopping Up p. 159
   31 Fun and No Games p. 164
Distributed by Syndetic Solutions, Inc.

Childrens Literature Comprehensive Database Review NoveList Reader's Advisory

Full View From Catalog
Personal Author: Lubar, David.
Title: Wizards of the game /
Edition: [1st ed.].
Publication info: New York : Philomel Books, c2003.
Physical descrip: 166 p. ; 22 cm.
Abstract: Eighth grader Mercer, whose passion is the fantasy role-playing game Wizards of the Warrior World, hopes to use a fund raiser to bring a gaming convention to his middle school, but instead he attracts four genuine wizards who are trapped on Earth and want his help in returning to their own world.
Subject term: Fantasy games--Fiction.
Subject term: Magic--Fiction.
Subject term: Wizards--Fiction.
Subject term: Schools--Fiction.
ISBN: 0399237062
Held by: CHAS_PL DUNBAR_PL STALBAN_PL HMANN_MID
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