Dungeons & Dragons: The Fallbacks: Bound for Ruin Review

If the Honor Among Thieves novel whet your appetite for D&D fiction, the new novel, The Fallbacks: Bound for Ruin will satisfy that urge.

If the Dungeons & Dragons: Honor Among Thieves: Road to Neverwinter novel whet your appetite for D&D fiction (or more D&D fiction), the new novel, Dungeons & Dragons: The Fallbacks: Bound for Ruin will satisfy that urge. Both novels were written by Jaleigh Johnson, a veteran of Forgotten Realms' fiction (Mistshore, Unbroken Chain, and others). While the tone is slightly different than D&D:HAT:RtN, anyone who liked the former should enjoy this one.

DnD Fallbacks Bound for Ruin Novel.jpg

Meet the Fallbacks​

The Fallbacks are a new group of adventurers based out of Waterdeep, though they're so new, they don't even have a name until roughly halfway through the book. Tessalynde dreams of putting together a crew that will reach legendary status, and the young rogue has a good sense of what's needed and how to put together a plan.

For their first assignment, all they have to do is retrieve a spellbook from a lost temple, and Tess is fairly confident her team is up to the challenge – Anson, the steady warrior, Cazrin, the cheerful wizard, Baldric, a dwarf cleric who makes deals with the gods instead of tying himself to just one, and Lark, the flamboyant bard. They bicker a bit, as is the nature of most parties, but they're also all competent, with reasonable teamwork for a new group.

And, because adventurers are prone to adopt the most unlikely creatures, the team also has a pet otyugh. Each team member gets their own brief flashback, and Uggie is no different, explaining how they found and healed the injured otyugh, only to discover that the creature was grateful enough to follow them. The fact that they have interesting trash for Uggie to eat makes it all the better for everyone.

The book starts well into their retrieval mission, which succeeds despite a run in with a mindflayer who warns them against “the ruinous child.” Happy and successful, they head back to Waterdeep to meet their employer, turn over the book, and get paid.

Of course, it can't be that easy.

Not only do they find their employer is dead and no payment, but they're framed for the murder and forced on the run. Worse, the spellbook seems to be sentient and bloodthirsty. After they make it out of Waterdeep, they wisely decide to take the book to Candlekeep to seek guidance from the Avowed at the famous library. Needless to say, that can't go smoothly either.

Did I mention they're also being pursued by a lich and the Zhentarim?

Assemble Your Party​

Overall, I really liked D&D:TF:BfR. The adventure moves at a good pace with enough twists and turns that I didn't want to put the book down. The characters are engaging and very likable, especially Tess, who is the main viewpoint character. Baldric's deal making with the gods is interesting. Anson is a solid ally, but soon a subplot involving his family adds to his burden.

Lark's ego and flamboyance is more entertaining than annoying, which is good. He could have been tiresome otherwise. And Uggie is just adorable, though it helps that this is a novel so you don't have to actually see the otyugh's weird teeth and tentacles.

Cazrin was the one character that bothered me. The combination of the sunny, naive, overly optimistic disposition did not pair well with an obsession to keep and decode the spellbook, especially after certain things happened, which should have given her pause. Over time, she became less annoying, but was never my favorite character for personal reasons.

That said, it was nice to see the wizard act out instead of the rogue or the bard. Cliches get tiresome.

Should You Get It?​

This is supposed to be the first in a series of novels featuring The Fallbacks, and it's off to a good start. The ending definitely leaves room for more adventures, and I would enjoy spending time with these characters again.

If you like audiobooks. D&D:TF:BfR has an excellent production. Narrator Lauren Fortgang does a terrific job with all of the voices, distinguishing the party members well enough that you know who is speaking before the name is mentioned and appropriately creepy in different ways for the villains. It's a solid A and off to a good start for a new series.

Dungeons & Dragons: The Fallbacks: Bound for Ruin is available now.
 

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Beth Rimmels

Beth Rimmels


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How does this book compare with classic Dragonlance and Forgotten Realms novels?
TLDR: I found it lacking, and I imagine anyone expecting the kind of adult-oriented storytelling of D&D novels of yore will, too. My twelve-year-old loved it.

Most of the classic FR novels were written for adults or older teens. (I don’t know Dragonlance well.) A lot of us read them at younger ages, but they weren’t written for younger readers. Those novels are not all great, though I’ll go to the mat for more than a few of them. But most of them, successful or not, were written with an adult readership in mind. (Salvatore is, arguably, an exception.)

I don’t mean grimdarkness quotient, though the old novels do have more of that. I just mean what level of vocabulary they use, how psychologically mature the characters are, how long the chapters are, how complex the plots are, etc.

And those novels, at least the good ones, are stories set in a D&D-compatible fantasy world, rather than stories about D&D.

The Fallbacks is not just about D&D, it’s about middle-school-age D&D players.

Not literally. But the novel is focused on tweenage themes and the experience of being a D&D player in a way that the old books almost never were.

It’s very gamey. Instead of feeling like a world that D&D players might want to explore in their game sessions, it feels like a world that is modeling the way D&D players (specifically, younger ones) play and talk about D&D.

For example, the theme of the novel is group cohesion. This is explored by having members of the group talk and think about the group as “the group” and even “the party.” Over and over they articulate explicitly to each other and to themselves how they feel about being in “the party.”

And the feelings—oh, the feelings! We spend many pages treading and retreading each character’s emotions, primarily self-doubt, in a very clunky way.

In the Honor among Thieves movie (and the Guardians of the Galaxy movies that both it and this novel are explicitly modeled after), characters think and talk through their feelings about being part of the group. But here, it’s out of proportion—they do this about as often as they do anything else.

All five protagonists are unsure of their skills and their personal worth, whether they valuably contribute to the “found family” of their party, etc. And the reader is told over and over that this is how the characters feel.

One character wonders what she has left to prove; we know this because we read the line, “What did she have left to prove?”

And: “I have to care for this group. I have to make sure that I’m the leader they deserve.”

A few pages later:
“She was going to do whatever it took to prove to the rest of the group that she could be the leader they deserved.”

This is classic “middle-grade” tell-don’t-show, then tell-and-tell-again storytelling. As a grownup, I found it tiresome.

The novel also leans heavily into storytelling cliches. I don’t mean plot, structure, character archetypes, etc.—those are also formulaic, but that’s not always a bad thing. I mean the book is filled with actual lines of prose like this one, the final line of the book (which I’m not going to put in spoiler tags because it spoils nothing): “And they were just getting started.”

That’s not a line for grownups, that’s a line for little kids.

The book is marketed as a novel for adults, but only a handful of curse words and a bit of drunkenness serve to differentiate it from a middle-grade novel—the category aimed at 10-to-13-year-olds, just below Young Adult, stories typically oriented around protagonists’ doubts about whether they fit in with their peer group. I suspect that this may have been written originally as a middle-grade or perhaps YA novel and then bumped up to the “general readership”/adult category, perhaps for no other reason than to justify a higher price tag (in the US, YA hardcovers are typically priced at ten dollars less than adult hardcovers).

Johnson’s movie prequel The Road to Neverwinter tread a lot of the same ground in a more skillful way. She has written good books in the past, but I found this to be by far the weakest of her seven Forgotten Realms novels. The two big, extended action sequences at the beginning and end of The Fallbacks are great. The middle 50% of the book, not so much.

To be honest, I suspect heavy editorial meddling from WotC and not enough time for rewrites. We know from the Weis & Hickman lawsuit that present-day WotC is more than willing to demand extensive rewrites of completed novel drafts; and we know from Descent into Avernus that WotC decision-makers like to order late-stage revisions in order to shoehorn in whatever IP element the management has decided needs to be spotlighted for reasons of product synergy. Certain structural flaws in this book reek of “studio-mandated reshoots.” (I’d be surprised, for instance, if Valindra Shadowmantle made any appearance at all in the first draft.)

(Edited to soften my take a bit. I didn't hate this. I was just very disappointed in the drop in quality compared with Johnson's previous work, and I feel this is mismarketed as a novel for adults.)
 
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Dire Bare

Legend
How does this book compare with classic Dragonlance and Forgotten Realms novels?
I couldn't disagree more with @Ibrandul, I think "The Fallbacks" is a fun, light read for adults and younger readers.

How does it compare to older Realms and Dragonlance titles? Both worlds had a ton of novels published, with quality and tone all over the map. "The Fallbacks" is light-hearted, but not overly silly (despite the party having an otyugh for a pet). I think it compares favorably to the novels published in the past.
 

Eyes of Nine

Everything's Fine
TLDR: I found it lacking, and I imagine anyone expecting the kind of adult-oriented storytelling of D&D novels of yore will, too. My twelve-year-old loved it.

Most of the classic FR novels were written for adults or older teens. (I don’t know Dragonlance well.) A lot of us read them at younger ages, but they weren’t written for younger readers. Those novels are not all great, though I’ll go to the mat for more than a few of them. But most of them, successful or not, were written with an adult readership in mind. (Salvatore is, arguably, an exception.)

I don’t mean grimdarkness quotient, though the old novels do have more of that. I just mean what level of vocabulary they use, how psychologically mature the characters are, how long the chapters are, how complex the plots are, etc.

And those novels, at least the good ones, are stories set in a D&D-compatible fantasy world, rather than stories about D&D.

The Fallbacks is not just about D&D, it’s about middle-school-age D&D players.

Not literally. But the novel is focused on tweenage themes and the experience of being a D&D player in a way that the old books almost never were.

It’s very gamey. Instead of feeling like a world that D&D players might want to explore in their game sessions, it feels like a world that is modeling the way D&D players (specifically, younger ones) play and talk about D&D.

For example, the theme of the novel is group cohesion. This is explored by having members of the group talk and think about the group as “the group” and even “the party.” Over and over they articulate explicitly to each other and to themselves how they feel about being in “the party.”

And the feelings—oh, the feelings! We spend many pages treading and retreading each character’s emotions, primarily self-doubt, in a very clunky way.

In the Honor among Thieves movie (and the Guardians of the Galaxy movies that both it and this novel are explicitly modeled after), characters think and talk through their feelings about being part of the group. But here, it’s out of proportion—they do this about as often as they do anything else.

All five protagonists are unsure of their skills and their personal worth, whether they valuably contribute to the “found family” of their party, etc. And the reader is told over and over that this is how the characters feel.

One character wonders what she has left to prove; we know this because we read the line, “What did she have left to prove?”

And: “I have to care for this group. I have to make sure that I’m the leader they deserve.”

A few pages later:
“She was going to do whatever it took to prove to the rest of the group that she could be the leader they deserved.”

This is classic “middle-grade” tell-don’t-show, then tell-and-tell-again storytelling. As a grownup, I found it tiresome.

The novel also leans heavily into storytelling cliches. I don’t mean plot, structure, character archetypes, etc.—those are also formulaic, but that’s not always a bad thing. I mean the book is filled with actual lines of prose like this one, the final line of the book (which I’m not going to put in spoiler tags because it spoils nothing): “And they were just getting started.”

That’s not a line for grownups, that’s a line for little kids.

The book is marketed as a novel for adults, but only a handful of curse words and a bit of drunkenness serve to differentiate it from a middle-grade novel—the category aimed at 10-to-13-year-olds, just below Young Adult, stories typically oriented around protagonists’ doubts about whether they fit in with their peer group. I suspect that this may have been written originally as a middle-grade or perhaps YA novel and then bumped up to the “general readership”/adult category, perhaps for no other reason than to justify a higher price tag (in the US, YA hardcovers are typically priced at ten dollars less than adult hardcovers).

Johnson’s movie prequel The Road to Neverwinter tread a lot of the same ground in a more skillful way. She has written good books in the past, but I found this to be by far the weakest of her seven Forgotten Realms novels. The two big, extended action sequences at the beginning and end of The Fallbacks are great. The middle 50% of the book, not so much.

To be honest, I suspect heavy editorial meddling from WotC and not enough time for rewrites. We know from the Weis & Hickman lawsuit that present-day WotC is more than willing to demand extensive rewrites of completed novel drafts; and we know from Descent into Avernus that WotC decision-makers like to order late-stage revisions in order to shoehorn in whatever IP element the management has decided needs to be spotlighted for reasons of product synergy. Certain structural flaws in this book reek of “studio-mandated reshoots.” (I’d be surprised, for instance, if Valindra Shadowmantle made any appearance at all in the first draft.)

(Edited to soften my take a bit. I didn't hate this. I was just very disappointed in the drop in quality compared with Johnson's previous work, and I feel this is mismarketed as a novel for adults.)
Can't read YA novels anymore. I'm just too old I guess. Even YA by an author I love Charlie Jane Anders' Unstoppable trilogy was just... too much "the most important thing in the world are my friends, even at the expense of sense, my parents, my town, the world. But oh, when I focus on my friends, it all turns out ok anyway."

I blame Harry Potter. Narnia wasn't like that. Oh whoops - yup, I'm sounding old. Better get back to my adult themed but not adult Becky Chambers books and my adult themed but featuring kids and young adults Wayward Children books...
 

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