
From a literary standpoint, Rule of Cool is certainly not the best example of the LitRPG genre…but it is far from the worst. I don’t expect epic fantasy literary prowess from LitRPG novels–because I’m not a complete idiot–but there are plenty of books within the genre that successfully combine skilled storytelling, captivating characters, and ample humor. This one had a fair bit of humor, some slightly worthwhile characters, and a story that could have been assembled from a story-in-a-box plot development application.
Personally, I prefer the stories where there’s some explanation–even a flimsy one–as to why we (and the characters) are exposed to stats, rolls, and other such RPG-oriented elements. Otherwise, it seems like a poor attempt to simply pad and shoehorn a story–decent or not–into a niche genre hoping to ride the coattails of those who came before. Combine all of that with a healthy dose of the fan service and the almost desperate geek appeal of Ready Player One, and you’ll have a good feel for Rule of Cool.
A story focused on life within an RPG world from the perspective of a bitter, moody NPC has a lot of potential. Sadly, Matthew Siege couldn’t bring that potential to life the way the concept deserved. The world itself is nonsensical. Rule of Cool is centered on a starter town, Hallow, where prospective heroes begin their journey to obtain levels and make names for themselves. For some inexplicable reason, Hallow is filled with detritus from the real world for no apparent reason, except that it somehow slipped from our world into this fantasy realm through a rift that is never adequately explained nor explored. It struck me as a poorly conceived ploy to justify random pop culture references littering the narrative, much the same way that damaged electronics and toys from our world litter the realm where Hallow’s located.
It’s not all bad. Don’t get me wrong.
This is a fun, albeit generic zero-to-hero tale centered around a trio of gearblins (a hybrid of goblin and gremlin) struggling to take their home back from the heroes who have been grinding them into the muck for generations. There’s social commentary embedded in the plot that–while unsubtle–appeals to me in a Marxist workers’ revolt sense.
The best aspect of Rule of Cool was that I listened to the audiobook edition. Felicia Day’s narration is fantastic, sufficiently so that it drags the story–kicking and screaming the whole way–to a higher level of quality than it would have had if I’d simply been reading the book.
I can’t recommend reading this book, but I would recommend the audiobook because the superb narration makes other aspects of the story far more tolerable than they probably deserve to be.