Dungeons and Noobs
Audiobook & Ebook

Dungeons and Noobs by Ryan Rimmel | Audiobook Review

Part of Noobtown #4

By Ryan Rimmel

Narrated by Johnathan McClain

🎧 13 hours and 15 minutes 📘 Podium Audio 📅 November 10, 2020 🌐 English

About This Audiobook

Badgelor has been patient, or at least as patient as a homicidal badger can be.

With the celebration of Grebthar Day, it's finally time to go get Charles! Nothing is going to stop Jim and his companions, not even the signs of the Dark Overlord's return. This adventure could be Windfall's greatest yet, or it could be its absolute downfall.

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The Short Version

  • Read by: Johnathan McClain's fourth outing as Jim keeps the deflated, sincere comic register that has carried this series, restrained rather than bombastic, letting the jokes land straight.
  • At its heart: comedic LitRPG adventure, found-family bonds inside a ragtag party, escalating stakes against a returning villain
  • Vibe: Playful and absurd, with a genuinely somber late turn
  • Short version: A rewarding fourth entry for existing Noobtown listeners, not a place for anyone new to the series to start.

Badgelor the homicidal badger has waited three books for this one thing: to finally meet Charles. Is patience actually achievable for a woodland creature built entirely around bloodlust? Dungeons and Noobs, the fourth audiobook in Ryan Rimmel's Noobtown series, opens with Grebthar Day festivities underway in Windfall and does not let the Dark Overlord's looming return slow the jokes down for long.

I came to this one already deep into the series, which is really the only sane way to arrive, since book four assumes a working knowledge of Jim, his companions, and the running gags this series has spent three prior volumes building. For anyone in that position already, this is comfort listening with real stakes bolted on, and Johnathan McClain's narration is a big part of why the comfort half of that equation still works after thirteen hours.

What Ryan Rimmel Delivers

First, the obvious mismatch worth flagging: this title carries a Classics tag on its retail listing, alongside a genre description built for literary fiction. Ignore both. Dungeons and Noobs is comedic GameLit through and through, closer in spirit to Dungeon Crawler Carl's self-aware absurdism than to anything shelved as a classic novel, and listeners coming in expecting prestige literary prose will be confused within the first ten minutes.

McClain's narration is the throughline that has kept this series' comedy landing across four books now. His register for Jim leans warm and slightly deflated, bumbling-but-sincere rather than broadly cartoonish, which matters because a hero who is constantly the butt of his own jokes needs a narrator who plays it straight enough that the jokes still land as jokes. He is less bombastic than some of his GameLit narrator peers, and that restraint suits Rimmel's specific brand of humor, which leans on absurd premises delivered with a completely straight face rather than shouted punchlines.

The prose itself stays light and quick, built for momentum rather than lingering description, which fits the audio format well. Long descriptive passages are rare here. Dialogue and comic set pieces carry most of the runtime, and McClain differentiates the ensemble cleanly enough that a listener can follow who is speaking without dialogue tags doing all the work.

Windfall itself functions as more than just a backdrop by this fourth installment; the town has accumulated enough running history across the series that returning to it feels like checking in on a real place with its own quirks and grudges. The Dark Overlord's return gives the plot a genuine spine of forward momentum underneath the episodic comic set pieces, which keeps thirteen hours of jokes from ever feeling like it is simply killing time between punchlines.

Comic timing in audio depends entirely on the narrator's control over pause and pacing in a way print comedy never has to worry about, since a reader sets their own silent rhythm on the page. McClain's beat placement around punchlines is confident rather than rushed, letting a joke land and breathe for a moment before the next line arrives, and that restraint is arguably harder to sustain consistently across thirteen hours than straightforward character-voice differentiation is.

Badgelor alone is worth the price of admission for anyone who appreciates a well-executed running gag: a homicidal woodland creature given just enough interiority to be funny rather than simply violent, and McClain finds a genuinely different register for him than he uses for Jim or the rest of the party, gravelly and single-minded in a way that never blurs into the other voices even during crowded group scenes.

The reviews for this specific installment describe something worth taking seriously: real tonal range hiding inside the comedy. One reviewer's title alone says plenty, a health warning about injury from laughing, and the review body confirms a plot full of ridiculous, hilarious situations. But that same reviewer flags a real pivot near the end, where a number of unexpected secrets get revealed and the tone turns genuinely somber before the expected final fight.

That pivot is the book's best trick. A series that has spent three volumes training its audience to expect constant jokes earns real weight precisely because it has held that weight in reserve. Comedy that occasionally lets its guard down reads as more honest than comedy that never does, and Dungeons and Noobs uses that contrast deliberately rather than accidentally.

A second reviewer's blunt pacing assessment, slow, slow, slow, good, good, weird, great, great, great, is worth taking at face value rather than as a complaint. Series fans specifically flag this uneven rhythm and still rate the book five stars, which tells you the payoff in the back third is considered worth the slower setup, not merely tolerated despite it.

Where Ryan Rimmel Loses Some Ground

This is not an entry point. Series continuity matters heavily here, from the running gags to the emotional stakes tied to Charles, whoever or whatever Charles turns out to be, and new listeners dropped into book four cold will spend real time playing catch-up on relationships and jokes that landed three books ago.

The Classics tag and literary genre description attached to this listing are simply wrong for what the book actually is, and anyone browsing by that categorization should not expect prestige fiction pacing or prose style. Judge it on GameLit comedy terms instead, where it belongs.

Thirteen hours and fifteen minutes is a substantial runtime for a comedic entry, and the density of series-specific references means the comedy lands considerably softer for a listener who is not already fluent in Noobtown's cast and running jokes. This is a book that rewards investment rather than one built for casual sampling.

Who Should Pick Up Dungeons and Noobs

Existing Noobtown listeners are the obvious audience, along with anyone already sold on comedic LitRPG and GameLit more broadly, the Dungeon Crawler Carl crowd specifically, who wants absurdist high fantasy that still cares about its characters underneath the jokes.

Skip this one for now if you have not started the series, and skip it too if you want serious, unbroken epic fantasy without comic relief. Start at book one and let McClain's version of Jim grow on you the way it clearly has on this series' existing fans first.

Anyone who previously read Rimmel's Noobtown novels in print rather than listening to them has a genuinely different comparison point worth knowing: McClain's vocal choices for this cast have become their own kind of canon for longtime audio listeners, separate from however a reader might have originally imagined these voices on the page.

Do I need to have listened to the first three Noobtown audiobooks before starting Dungeons and Noobs?

Yes. This is book four, and it leans heavily on established characters, running jokes, and relationships built across the earlier volumes, so starting here means missing most of the payoff.

Is Dungeons and Noobs actually a Classics-tagged literary novel like this listing's tag suggests?

No, and listeners should ignore that tag entirely. This audiobook is comedic GameLit in the tradition of Dungeon Crawler Carl, not literary fiction, despite how this particular listing categorizes it.

How long is this audiobook and is the pacing consistent throughout?

It runs thirteen hours and fifteen minutes, and one reviewer describes the pacing as uneven early on before building to a genuinely great final stretch, a rhythm existing fans rate highly despite the slower start.

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What Listeners Are Saying

★★★★★

Another great book

Love it.

- too rich to buy
★★★★☆

Health warning. This book may cause injury from rofl

As well as breathing difficulties due to laughing. It has a good plot even though full of ridiculous and hilarious situations. It is only near the end that it becomes somber as a number of unexpected secrets are revealed. Of course there is also a final epic fight and prizes...

- P. A. Kerrigan
★★★★★

Slow, slow, slow, good, good, weird, great, great GREAT!!!

If you liked the rest of the series then you will love this book.Im going to be honest the start is slow and a little filler, but its still fun. The middle gets a bit better, as we get a little progress, but then we hit the last 20% holy...

- Kindle Customer
★★★★★

great story but one thing really bothers me..

Ok I loved the story and progression when it happened. One thing that has been bothering sense the first or second is this whole thing with Jara the healer. Mc says when she smiles it reminds home of his daughter so he doesn’t want to get involved with her. This...

- ally
★★★★★

Good read, but...

I really like the story. I really like all the hidden easter eggs, like beauty & the beast among others. But, Jim doesnt mess with girls, Jim doesnt fool around with the guys, and yet their are SO many ball & dick references in this book that it makes a...

- Willow

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Alexandra Reed

Written by Alexandra Reed

Founder & Literary Critic