Die by Kieron Gillen and Stephanie Hans
🟊🟊🟊🟊🟊
Die is a graphic novel series about a group of people who find themselves physically transported into an RPG world in the style of the 80's Dungeons and Dragons cartoon, which was the direct inspiration for the book. The book has flaws, but does a lot right and is often excellent, so I rounded up to five stars.
TL;DR if you enjoy comics or RPGs, give it a read.
The Good
The book is clever and interesting, expertly weaving in and out of meta-narrative. Occasionally tropey, but in a gonzo, knowing way that tries (and often succeeds) at deconstructing the tropes. This is a book that would have absolutely floored me when I was young: copious literary references, direct engagement with history, time-loops, self-reference, meta-reference, and complex characters exploring themselves and coming to grief. It even offers a lovely little capsule history of and meta-commentary on RPGs scattered through its pages. And while the prose style isn't quite excellent, it's solidly good, and there's occasional flashes of cleverness. The art, on the other hand, is uniformly incredible, almost overwhelming.
The Bad
All that said, I can't shake the feeling that there's something not quite right about it, despite my enjoyment. There's something kind of hollow or vaguely wrong in it that I can't quite put my finger on.
Perhaps the fault is in me? As I age I find anhedonia rears it's ugly head over and over, and I often struggle to experience joy in things that previously I would have enjoyed.
Or perhaps the book is just a little too precious, a little too delighted with itself? Pretension is something that used to delight me even when it failed, but now makes me cringe unless carried off perfectly (or nearly so). At the back of the collections there's a series of essays by Kieron Gillen about the making of the book and related topics, and reading them was probably a mistake. I found his "non-fiction" voice to be insufferable, like a caricature of Neil Gaiman.
Or perhaps I just found the ending unsettling (as it was certainly intended to be) and am just working through a bit of fiction poisoning? Perhaps my unease with the book is, perversely, a mark of the book's quality? I'm tempted to re-read it to see, which is probably a good sign.
The RPG
What led me to read this book is that one of my regular gaming groups is getting ready to play the RPG based on the graphic novel. That's right, in a display of dazzling meta-ness, Gillen went on to write an actual RPG, based on a graphic novel about people getting trapped in an RPG, where you play as a person who makes a character and gets trapped in an RPG.
My feelings about the RPG mirror my feelings about the book: younger me would have been enthralled by the many layers and twisting self-reference, older me finds it a little precious1 and questions how well any of that will actually work. I trust our GM to do great work, but when the pitch first landed, the thought of managing a meta-player and a character at the same time just made me feel tired, frankly.2 After reading the comic, I'm cautiously optimistic that it might be a really good time.
We'll see, the Die is cast.
Footnotes:
As part of session zero you have to decide as a group what kind of ending you're going for (tragedy? mostly happy?) but the default choice is "an emotionally complicated, yet satisfying, ending" as though that weren't one of the hardest things to accomplish in fiction. Sure, and after that we'll just end world hunger and punch out god.
If nothing else, placing that ending as the default position for a campaign that is most like the one in the book, suggests that Gillen thinks his book managed to hit that very difficult note. It has a self-congratulatory air, but maybe he's right?
Character creation is already one of my least favorite parts of playing RPGs, and now I have to make two!?!