I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Saturday, May 09, 2026

Dungeon Crawler Carl (book review)

This was a fun read if not particularly meaningful. It takes place in an RPG world that works like a televised tournament, similar to The Running Man and The Hunger Games. Participants, like Carl and his cat, face obstacles and fights, can earn sponsors, and have to balance the ever-present danger with the marketing persona they build for the public.

The book is very light and doesn't take itself seriously, which is good IMO. It's more laid-back than other books that try to have fun with RPG tropes, like Kings of the Wyld, but it also doesn't go much further than those tropes. The humor is very tied to current internet culture — silly jokes, profanity, and even a cat that seems to exist purely to attract online audiences, alongside memes and foot jokes. The author's social media even shows up at the end of the book, reinforcing that vibe.

The protagonist is at once a hero and full of "modern" flaws, like apparently being cheated on by his girlfriend. The writing has plenty of irony and sarcasm. Even though the book is structured entirely like a video game (with frequent, small dopamine hits from gaining treasure or leveling up) some descriptions are quite cinematic, as if it were designed from the start to become some kind of TV series, maybe animated.

Curiously, the aspect of everything feeling like a video game is underexplored. You'd imagine that, given the structure of the game, people who are heavy gamers would have a huge advantage, but the protagonist seems to succeed more through strength (he is some kind of military and lifts weights; he  sounds likes like an redditor "bro" with above-average might and empathy), smarts, and luck. He does use some gamer tactics, but the other competitors also seem to win more by chance or brute force than by being strategic nerds. Maybe that gets developed in later volumes.

The monsters aren't especially interesting either, they're basically D&D monsters, kobolds and orcs, along with a few meme creatures like "Karens", hoarders, meth-heads, goths and roided-up jocks. The spells don't stand out, the traps are absent so far, and the map doesn't bring much that's new. Overall, it's a book about D&D that won't give you great ideas for your own dungeons, unless your game happens to be based on X-crawl.

The book fits squarely in the so-called "progression fantasy" genre, where the appeal is watching characters accumulate powers and stat boosts. This is the first of that genre that I've read. For me, it takes some of the joy out of the journey (well, this even bothers me in D&D, so much so that I made a recent post about it that stirred up some controversy). There are moments where the book could have let the hero make serious mistakes, but it seems to rescue him from unintended consequences without apparent reason (though maybe there is some explanation later in the series).

On the other hand, it is all very honest and straightforward. What you see on the cover is what you get in most of the book, and I'm guessing this will continue throughout the other books (although a look at the covers indicates that there might be at least one unexpected twist). Being the first in a series, it plants a lot of seeds but resolves no major conflict. It feels like just the beginning of a long list of conflicts that will resolve after several books; I think the series might have 10 or more; I am unlikely to continue at the moment, but if this kind of fantasy suits you, I'll admit it was often a page-turner and an enjoyable read.

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