I may be really dating myself here, but I remember the early 80’s Dungeons & Dragons cartoon where a fantasy-themed amusement park ride takes a group of teenagers to a magical realm where they become the rangers, barbarians, and wizards many kids became on paper. Kieron Gillen has expanded this idea by getting back with these kids after they have escaped their fantasy world and become bitter, disillusioned adults. This premise, the main pillar of Gillen’s fantasy epic Die, sounds like a satirical look at role-playing games, but the subject matter is really not funny.
All teenagers Sol, Ash, and their friends wanted to do was play a role-playing game, one Sol described as a one-of-a-kind experience. That experience forcibly pulled them into the fantasy world of Die, one they barely escaped. Sol never made it out and the rest have meandered through their lives for almost 30 years until they are drawn back in, and these now adult games must come to terms to what they did to the world of Die and the consequences of the roles they played.
Writer Keiron Gillen could have phoned this story in. He could have just created the standard ranger, barbarian, thief, etc., added a few dragons here and there for familiarity, and finished with a few fantasy touches that were different enough to avoid being sued, but he creates a fantasy world that borrows from different kinds of fantastic fiction tropes yet maintains its unique feel. This is in large part due to Stephanie Hans’s artwork, a gorgeously painted world that draws the eye while also allowing for the more subtle details like the expressions of these erstwhile adventurers who are once again trying to get home. Even the classes that exist are different from anything most people find in the typical tabletop RPG, from the Godbinder who calls in favors from deities, to the Grief Knight, whose sadness powers his attacks. Die is a great book for fans of D&D and dark fantasy, and it’s also for people who aren’t too old to remember what being a hero is like.
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