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NPCs (Spells, Swords, & Stealth, #1) door…
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NPCs (Spells, Swords, & Stealth, #1) (editie 2014)

door Drew Hayes

LedenBesprekingenPopulariteitGemiddelde beoordelingAanhalingen
3282980,326 (3.79)7
Fantasy. Fiction. Literature. What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible choice: pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, secondhand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade. And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.… (meer)
Lid:LunarKnight
Titel:NPCs (Spells, Swords, & Stealth, #1)
Auteurs:Drew Hayes
Info:Publisher Unknown, Kindle Edition, 234 pages
Verzamelingen:Jouw bibliotheek
Waardering:*****
Trefwoorden:Geen

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NPCs door Drew Hayes

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1-5 van 27 worden getoond (volgende | toon alle)
What a fantastically interesting idea for a book.

People from our world unknowingly affect an alternate world when they play role-playing-games. The non-player-characters from the games are real in the alternate world, too. The characters controlled by players are called adventurers, and the NPCs don't know that the adventurers are controlled from a different world. When four adventurers die in a tavern, four NPCs pretend to be adventurers in order to save their town. This book is about their journey.

The characters are kept fairly simple, but I kind of love them. The story had a few slow spots, but it did a good job of keeping my interest.

The narrator is fabulous. He has a good voice and each main character is voiced uniquely. ( )
  zeronetwo | May 14, 2024 |
It was meh, just meh. ( )
  Ranjr | Mar 16, 2024 |
Enjoyable enough, but I'm unlikely to continue the series. (The book indirectly raises a nifty point about the minions who build dungeons, though.) ( )
  Treebeard_404 | Jan 23, 2024 |
Enough action to satisfy my action-oriented tastes. Good story, funny moments, all around good book. I could have done with less swearing, as a matter of personal taste.

I haven't played RPGs, but everything made sense to me and I'd recommend this book to anyone, regardless of their RPG history. ( )
  Tom_Wright | Oct 11, 2023 |
It’s been a long time since I played RPGs, but I liked the idea of NPCs being forced to take on a quest of their own. As a reader, I could appreciate the RPG conventions. For the characters it was normal life, which worked well, rather than having them be self-aware they were in a game, so to say. (Even if they were aware of “how things like this go” in a broader sense).

Despite a fair amount of fighting and bloodshed (it’s an RPG, after all), the tone was pretty cosy. All the characters had understandable motivations, and most had (fairly) good intentions. We occasionally followed the “real” gamers, and they were the ones who felt like intruders in the world. And quite right too!
  MHThaung | Feb 13, 2023 |
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» Andere auteurs toevoegen

AuteursnaamRolType auteurWerk?Status
Drew Hayesprimaire auteuralle editiesberekend
Wayne, RogerVertellerprimaire auteursommige editiesbevestigd
Kronke, ClayCover designer and artistSecundaire auteursommige editiesbevestigd

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The halls stank of death, a sour mixture that cobbled together the worst parts of time, neglect, and rot. (Prologue)
"Your party finally makes it into town sometime past midnight."
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Fantasy. Fiction. Literature. What happens when the haggling is done and the shops are closed? When the quest has been given, the steeds saddled, and the adventurers are off to their next encounter? They keep the world running, the food cooked, and the horses shoed, yet what adventurer has ever spared a thought or concern for the Non-Player Characters? In the town of Maplebark, four such NPCs settle in for a night of actively ignoring the adventurers drinking in the tavern when things go quickly and fatally awry. Once the dust settles, these four find themselves faced with an impossible choice: pretend to be adventurers undertaking a task of near-certain death or see their town and loved ones destroyed. Armed only with salvaged equipment, secondhand knowledge, and a secret that could get them killed, it will take all manner of miracles if they hope to pull off their charade. And even if they succeed, the deadliest part of their journey may well be what awaits them at its end.

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