Summer Reading Recommendation: Dungeon Crawler Carl books 1-7

Three trusted friends each recommended Matt Dinniman’s Dungeon Crawler Carl series of novels to me, but the series stayed toward the back of my queue for almost a year because I found the name of its emergent genre, “LitRPG” unappealing to the point of avoidance. I started the first book about a month ago, loved it, and read the following six immediately. I refuse to recommend you a LitRPG series, because I don’t want this at the back of your queue when it belongs at the front.

After reading the first few chapters of book one, in which Seattleite shipyard worker Carl and his ex-girlfriend’s award-winning cat are drawn into an alien-built underground dungeon where video game rules are enforced, I realized the book is basically structured as a written Let’s Play for a non-existent video game. I counter-propose the term “Lit’s Play” and I will strongly recommend you Matt Dinniman’s Dungeon Crawler Carl series of Lit’s Play novels.

The Dungeon Crawler Carl novels are full of well-grounded human characters coerced, tricked, or forced into comedically ludicrous scenarios with all sorts of bonkers aliens and dungeon NPCs. These situations are structured to condemn systemic exploitation in a way that feels to me like they could have been imagined by Kurt Vonnegut if he were young enough to have grown up reading Douglas Adams and playing D&D. The dialogue is snappy too, and if you enjoy books-on-tape, the narration and voice-work for the characters by Jeff Hayes is masterwork-quality.

If you’re dubious about whether this series is for you, here’s a few points I’ve noted that might encourage you to read it:

The first couple books introduce basic abilities, spells, and game mechanics that the characters try to find ways to exploit. Malicious compliance is king. As the series progresses, the equipment and abilities the characters gain access to and their interactions with other players compound to create new exploits that are increasingly wild and frustrating to their enemies—and delightful to readers like myself!

By book three, The Dungeon Anarchist’s Cookbook, it’s also obvious that Matt Dinniman isn’t only a gaming nerd. He wanted to do a lot of research on trains, track gauges, subways, and other railroad technology, and shares his passion that subject in all sorts of fun ways in the Iron Tangle level of the dungeon. It makes me smile when folks are excited about their interests and Dinniman’s definitely add to the fun!

By book four, The Gate of The Feral Gods, it became clear to me that the series is heading toward Game of Thrones levels of complexity in terms of competing factions with internal strife squabbling about the problems they are most familiar to distract themselves from the shadows of emergent threats they deem impossible.  Dinneman does a great job of grounding the external galactic intrigue to in-dungeon events, which keeps its presentation as goofy as everything else. If you appreciated how Bojack Horseman used animal puns to facilitate its unbearable dive into the crushing horrors of addiction and depression, you’ll love how Dungeon Crawler Carl cranks everything familiar and bizarre about game logic up to 11 in order to showcase the depravity of exploitative systems of government and commerce.

I won’t say much about the later novels, except that they rewardingly build on the groundwork of the first few books and escalate everything in ways that made me cackle throughout. After finishing book seven, I immediately restarted the first book, and I’m enjoying it thoroughly.

Strongly recommend.