![]() ![]() At home, surrounded by her loving, supportive South Asian family, she’s compelled to flick the lights, color-code her books, etc. She grows comfortable with new like-minded friends - but she’s still reliant on her die. Maggie is a gamer and a sci-fi/fantasy and superhero fan, and she decides to join the school’s RPG (that’s role-playing game, for newbs) afterschool club. She carries a many-sided die to roll whenever she’s confused, worried, or otherwise at a crossroads, each number corresponding in her mind to an action she should or should not take. In this graphic novel, sixth grader Maggie starts middle school with familiar worries: making friends, confronting bullies, navigating classes. Intermediate, Middle School RH Graphic/Random 336 pp. ![]()
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