I don’t think I’ve talked about this yet publicly, but those who know me should be familiar with my thoughts on the second book of a series. Second books are hard, and at least to my perception and experience, a lot of that is because of the nature of story structure. The beginning setup is exciting, the buildup to and crux of the climax are cathartic. But between those two areas, it’s hit or miss on how much excitement you can really manage. There’s a fine balance between boring and keeping things too tense and high-emotion for too long. Make things too exciting early, and you don’t leave yourself anywhere to grow to for the ending, and it becomes disappointing.
Carl’s Doomsday Scenario doesn’t have those problems.
I honestly don’t know how Dinniman does it. This is only book 2 of the series, and it’s just as exciting, fresh, and involved as book 1. The stakes are higher, the micro and macro plots all chug along at good paces, and the character growth is steady but still contained. He’s got a tight rein on the story and character growth, which I almost can’t even fathom. The road map this man must have, even of just the basics of things like abilities and stat growth, must be insane. It’s my understanding that Dinniman is largely a pantser, which I respect immensely. Not planning for me is a huge disaster when it comes to actually finishing projects, so I need a detailed idea about where I’m going, if not also how I’ll get there.
Anyway, a quick shakedown of what this book’s about. Now through the “tutorial” floors of the dungeon, Carl and Donut get to go through the game’s race and class selection before starting the third floor, the first of the regular themed floors. In the dungeon, floors 3, 6, 9, 12, 15, and 18 all share a common overarcing form and storyline, based off an old fable or child’s tale. Floor 3 is the Overcity, and it’s also the first time players are randomly spawned, so it opens up the character list to people from all over the world, not just the geographic location we started in.
The game has gone open world, baby! Even so, each book being its own setting change (yeah, that’s kind of the format of the series, not a spoiler) is a great tool in his belt for this. Each floor is self-contained, so there’s a lot of freshness with the problems of each area, with really only interpersonal issues being what’s carried over. Any floor issues are cast away with the ending of the floor. And there’s still the greater universe outside the dungeon in play, but that’s semi-intangible.
In this book, we also get introduced to quests, elite mobs, a day/night cycle, all kinds of things. New skills, spells, and gear abound.
And yet, Dinniman controls everything to a ridiculous degree. Sure, every single living player has moved far beyond the capabilities of a normal human, but there are still limits to what is possible.
For example, Carl doesn’t really have any good way to ascend or descend unless there are like… stairs or ladders.
That’s something I can really say for Dinniman. He’s great at pointing out small weaknesses and flaws in his characters and making them bigger than they seem to be or even should be.
There’s a lot to learn from Dinniman in this book about pacing, growth, and exploiting the failures and flaws of your characters. And I gotta say, what a climax and denouement to this one!
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