Review by Frank Plowright
A series title that may not make immediate sense falls into place on realising DnDoggos concerns a group of dogs with an enthusiasm for role-playing games. Scout Underhill draws them around the table discussing tactics and problems and as their in-character identities exploring a new world.
This is a typical mediaeval fantasy environment, with the initial quest being to retrieve an enchanted collar from a swamp concealing a monster. A successful mission means the dogs are treated as heroes in the local community, enjoy a night of music and being fed in the tavern and learn that squeaky toys have been disappearing in Tail Bend.
Unless youngsters have grown up in an environment where gaming is habitual, a fair bit of befuddlement awaits those attempting to make their way through Get the Party Started unaided, despite an opening spread introducing the four main dogs and their characteristics. The way Underhill switches back and forth between table and game scenario is easily understood as he ensures the dialogue leads in that direction, but rolling dice and scores will surely have little meaning. Game phrases are also complicated, and a page at the back with explanations may require frequent reference.
That’s balanced to some extent by consistently cheerful art. Underhill’s four primary dogs are all different species and pretty well always happy. They switch from plain fur when around the table to elaborate finery when in Tail Bend, and while Underhill keeps the backgrounds as simple as possible, good colour choices make the figures stand out. Very occasionally, such as with the impressive tanglewolf, there’s a chance for greater artistic expression.
Role-playing requires an imaginative games master, and Underhill meets that qualification via what he puts the dogs through. At one point they’re in a shop where a grateful owner allows them the pick of the stock. Tonka selects a suspiciously Muppet-like glove puppet. What use will that be on a quest? Well, it turns out to have been the right choice. There’s also a good pay-off to running joke about dynamite. As far as the bigger plot goes, Underhill has an instinct for playing out scenes at the right length for a younger readership. There are only five chapters, but individual sequences are supplied in bite size pieces.
Good-natured throughout, there’s a solid adventure to Get the Party Started and more follows in Spells Like Trouble.