In the interests of disclosure, I do have some, at arms length, association with Valdron Inc., but I payed for the copy of my book which should tell you something. However, I will get a free print of the excellent front cover, so that is something. Score one for the beginning of my family fortune.
Verse Three, Chapter One is a hardcover novel with 367 pages in the text with a page of spacing and two pages for Acknowledgements at the back. The Total is 370 pages. The binding seems very good and sturdy to my experienced amateur eyes. It hardly creaked when I opened it the first time, and now it does not at all. The company has a history of making very solidly constructed books for its gaming line. I have had no problems with them falling apart, and I expect as much from this one.
I saw no typographical errors, no "their" when the author meant "there", which accuracy seems to be slightly unusual in the gaming industry. I recall reviewers here excusing authors for making such mistakes, and complaining about authors making even more significant mistakes in other RPG.Net reviews. As in the Multiverser RPG books, such excuses are not needed here. I used to think such a standard was simple professionalism; my illusions were slightly shattered when I happened upon a book in a brick and glass store with incorrect spelling on its back cover! Tsk, tsk.
However the first few pages and some others run a little too close to the bottom, and tilt at a very slight angle. Your eyebrows raise, and then you get to reading the novel.
The spacing seems a little odd in a few places, but the overall the effect is usually extra easy to read.
The artwork on the front cover nicely evokes the unlimited potential of the worlds and the protagonists. This potential is a central part of the novel woven through the whole structure which makes the novel appealing for its innate optimism. Great things are possible if you just give it the "old college try", and even if you fail, its not the end. This was done by Jim Denaxos, comic book artist.
The interior artwork at the start of each chapter is a small "glyph" which is related to the particular character and the particular world that character is in. Very clever and neat idea I think. And the designs are well executed and stylish. Eric York did these pieces.
The back inside leaf of the smoothly glossy bookcover also has color reproductions of the fronts of the RPG's Referee's Rules, and the First and Second Book of Worlds which is an unexpected minor treat.
The central concept of the story is that certain people are infected with "scriff". Scriff is probably interdimensional oil, and the end result of this infection is that when such a person dies, they disintegrate and reform in another alternate universe. Also, in a related effect they are effectively immortal, but the heroes and heroine "lost in space and time" making the best of what ever world fate, the gods, or the Creator dishes out to them have the disadvantage of leaving home far behind.
The three main characters are diverse in a number of ways, but normal modern day people you might meet on the street. A housewife, an army medic, and an auto mechanic go on something a lot longer than a "three hour tour". The story smoothly switches between them as they deal with a wide array of problems and worlds. The characters are quickly sketched out. They are believable characters.
I found myself often surprised or off balance as they story went in sensible, but unexpected directions. He took a number of genres and by inserting a modern perspective into it had unusual things happen in the story.
I hope to have my wife read it because the female character is not as too many books are--the reverse of the action movie hero. "You killed my boyfriend, and now I must kill you and all your friends, evil bad guy!"
Also, I found myself expecting certain results to happen from certain events(that is deliberately vague so as to avoid spoilers), and a reasonable alternative occurred.
I believe this is because the author has a flexible and broad mind. I can personally testify that you do not have to be that terrifically bright to write a book. But that extra smarts often manifests itself in varying pleasing ways. This book is intelligent.
The book is written in a straightforward, plot-heavy manner with a lot happening very quickly(it has a fast pace, in other words). The characters are self-directed not being forced into one path or another by The End of the World or something equally heavy-handed, but they still find it easy to cooperate at the end when they join together despite their different opinions and aproaches to save a young alien.
If you are looking for a calm, thoughtful, upbeat in essence, action-ful(there is lots of that), unpredictable, fun, down-to-earth and truly adult(its heroes are adults) SF novel then you may want to try this.
If you want total immersion, and over the top melodramatic characters then this may not be for you.
I sat down and pretty much read it straight through in five hours. Now I am rereading it more slowly.
This book is the first in a series, and I look forward to reading the next one.
You can find out more about the book or the game at www.valdron.com or www.multiverser.com.
Thanks for your time, Eric Ashley

