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."
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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. Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
From: Reed Elsevier Inc.
Copyright Reed Business Information
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, PACopyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
From: Reed Elsevier Inc.
Copyright Reed Business Information
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. ToddMorning.
From: Syndetics Solutions, Inc.
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1 Killing Time |
1 |
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2 Raising Tcouble |
6 |
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3 Stripped of All Dignity |
11 |
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4 A Devil of a Problem |
16 |
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5 The DownSide of Downtown |
21 |
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6 Let the Games Begin |
27 |
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7 Meeting With Some Problems |
32 |
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8 What's the Big Idea? |
37 |
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9 Welcome to My Other World |
44 |
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10 Meet Chuck |
49 |
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11 No More Mr. Knife Guy |
55 |
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12 Ed Fled |
60 |
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13 A Heck of a Column |
64 |
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14 Demon-stration |
70 |
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15 Flipped Out |
76 |
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16 Press Start |
83 |
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17 De-fence |
89 |
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18 Don't Read Everything You Believe |
95 |
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19 A Little Help |
100 |
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20 Disorderly Conduct |
106 |
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21 Hit by a Board |
113 |
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22 For My Next Trick... |
119 |
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23 The Tables Are (Re)turned |
123 |
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24 Playing With the Truth |
128 |
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25 Vanishing Wizards |
132 |
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26 Look Who Popped Up |
137 |
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27 Stopping by the Art Room for a Spell |
143 |
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28 Mind If I Cut In? |
149 |
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29 Dust in the Nick of Time |
154 |
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30 Mopping Up |
159 |
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31 Fun and No Games |
164 |
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