Gr 4-7–Valeria’s starting at a new middle school and is already struggling; her penchant for daydreaming and flair for the dramatic set her apart from her peers. Happily, some of them are intrigued, and the school’s Dungeons & Dragons club—the Table Titans—want her to join their illustrious, albeit dorky ranks. There are a few obstacles to surmount: for one, they’ve never had a girl in their group before, and there’s some discord over her inclusion; and for another, their coach is leaving and they need a replacement ASAP. The wrestling coach agrees, but only if Valeria will join the wrestling squad as well. And that’s not all! Kate, an unassuming, relatively normal kid, has long desired to join the role-playing crew and is openly sour about Valeria’s immediate acceptance. The heart of the group’s story is truly rewarding, and readers see the adolescents struggling with social dynamics discover that tabletop gaming functions as a communal and accepting outlet for self-expression. The story delves into the world of the game itself at points (characters become pirates, bandits, and elves in their game), and Kurtz’s enthusiasm for the subject helps both the real and created worlds blend smoothly and humorously into one another. The cartooning is efficient and animationlike, with easily distinguishable characters expressing broad, often comedic, emotions.
VERDICT A high-spirited middle grade graphic adventure with appeal for fantasy fans and those ready to whet their appetites for imaginative pursuits.
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