

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.
