Do You like book The True Game: Kings Blood Four/Necromancer Nine/Wizard's Eleven (1996)?
"The True Game" is a compilation of Sheri S. Tepper's first three novels "King's Blood Four," "Necromancer Nine," and "Wizard's Eleven," all released from 1984 through 1985, and the first part of what became a nine-novel set; the other two belonging to the "Mavin the Manyshaped" trilogy, and the "Jinian" trilogy.I have to say that I am biased towards these novels as that purchased "King's Blood Four" back when it was first released, and at that time I was still both a young-ish reader (14-years-old), and a young writer. I enjoyed the books so much that, when they were stolen (my ex-husband's car was stolen with all of my Tepper books in a box inside), I forked out the extra money to replace them, as well as purchase more."The True Game" is mainly fantasy set in a medieval-style world, with some surprising sci-fi elements thrown in as we follow Peter, a young man in his adolescence, growing both in age and experience to find out what his "talent" is in a world where everything is a "game" and those with any ability to survive have "talents." By the word "Game," one could say "battle" or "fight" instead. There are always those "gaming" against one another, plotting, planning, fighting even in an underhanded fashion. And there are rules! By the word "Talents," one could also say things such as "supernatural powers," each one, or each mix of several earning the person who wields them a title, as well as a formal dress they are expected to wear. A person who is a telepath, for instance, is called a Demon. A person who can fly is an Armiger.For those who are "Gamers" in the sense of playing table-top role-playing games such as the classic Dungeons and Dragons, I have a feeling that you would enjoy this series immensely.
—Mary Lynn E. Longsworth
I read this trilogy (this version of the novel is 3 books in one and it is the actual version I read) in a matter of days and it drug me back into the Sci-F-/Fantasy world kicking and screaming. I had read the genre during my days as a bookseller but by the time I stopped buying books with my employee's discount, the field had lost my interest..... too many books by the same people with the same ideas. But a friend (whose taste in books I liked) recommended this and it was what I needed to try sci-fi/fantasy again. That genre name may be trouble. Why mix the two? Why shelve them together? I think the two could be segregated and the results would be generally good. But the True Game does make a case for keeping the fields together.The novel is set in a very fantasy-feeling setting, with the characters living predestined to play a part in the Game (of Life?). The big question is what part do they play (literally, as each discovers in their late teens what skills they have and are then assigned a role... think RPG 'classes' though with many more options). This story follows one particular young man as he starts to figure out not only what his role in the game is but what the game is actually about (which leads into a more sci-fi realm). It was a good, solid read and shows the author's ability to be very non-mainstream in her story. Many of Tepper's other novels are similarly unique. Some are more readable than others. This is a my personal favorite of her books thus far.
—Antigone
I was in the mood for a re-read and so I revisited the world of Mavin Manyshaped and Jinian StarEye. The Omnibus The True Game contains 3 novels centered around Peter, who we discover partway through the book is Mavin's son. But thanks to a serendipitous discovery, he is much more than a just a shape shifter, more than just a boy coming of age.While some of the writing is unpolished, King's Blood Four, which is Sheri S. Tepper's first published novel, showcased the creativity that keeps me coming back to her work. Others have written books based on chess games, others have written fantasy novels with multiple psychic powers, Kings Blood Four uses both as the backdrop for a clever coming of age story. The beginning of Necromancer Nine, the 2nd book in the trilogy, was weaker, and unfortunately contains a sexual awakening scene which is just explicit enough that I will not be handing these books to my newly-turned 11 year old. Without the implications of rape/forced sex, the rest of the fare in the books is appropriate to middle-grade readers. I liked the journey told in Wizard's Eleven, but found the villain to be badly developed and the ending unsatisfying. While I can't say much without spoilers, I think parts of the resolution were insufficiently forshadowed and came out of nowhere. But we got to meet the connecting characters that lead to the other 6 books set in the same enchanting world.In total these three short juveniles make for a satisfactory introduction to Sheri S. Tepper and the clever world of The True Game.
—J L's Bibliomania