We Be Dragons
DETAILS: Publisher: Rook & Rook Publication Date: May 23, 2025 Format: Paperback Length: 438 pg. Read Date: June 15-18. 2026

What’s We Be Dragons About?
It’s 1986 in Weston, ID, a small town in Northern Idaho, near Moscow (interestingly, that actual town in Idaho with that name is on the southeast corner, and is probably smaller). It’s practically idyllic—wholesome town, solid community where everyone knows everyone and looks out for each other. We focus on a group of six teens in the summer before their senior year, one of the last chances they have to make money for college. Their big concerns are getting to an AC/DC concert, trying to come up with the nerve to ask out a girl, overbearing bosses, and keeping their cars running. Well, and their D&D game.
Which, to their surprise, is becoming controversial—someone in the large church just outside of town has decided to buy into all the hype surrounding the game right then—that it’s Satanic, involves actual demons and spells, and will lead children to a life of destruction, drugs, and deviancy. She’s trying to rile up the city against this kind of thing—and they’re about to become the poster children for this effort.
The book focuses on John Brewer, the DM for the game, who loses his job at the beginning of the summer—thanks to some changes in town. He ends up having to scramble for a job helping with the harvest efforts (and the run-up to them) for a farm a little way out of town, where he and Toff, another member of the group, live during the week.
There are three types of chapters in this book, and I want to attack each of them in turn.
The A Story
There’s the everyday life chapters—the slice of life, the coming-of-age stuff. This is perfectly fine. I do wonder if John acts a little too immature for someone of h is age and place in life (especially compared to his friends). But then again…at that age, how many of us acted like we were supposed to?
The main conflict in these chapters if between John and his boss who is antagonistic toward him from the instant he hires John. Toff tries to keep John and his temper in check (and it mostly works). Jim Henley, the farmer in question, attends the same church as the anti-D&D crusader, but that doesn’t seem to be all of it. There’s something else afoot.
Mrs. Henley and the other adults on the farm seem to be fine with Toff and John—they’re friendly and helpful, taking the boys under their wings to show them what to do. Their basic decency really makes you wonder about Jim.
The Gaming Nights
Then we get the chapters where we see the gang as a D&D session begins or ends. I really loved these chapters—it feels so right. This is what a gaming session should be like—although some of these chapters feature the abrupt interruption of the anti-D&D campaigners breaking up the games in various ways. Those interruptions are not what a gaming session should be like, but the way that the teens and John’s mom react are really good.
Paulette Dickerson keeps interrupting the games—ignoring common manners and private property laws in an unbelievable, yet completely believable, way. Sometimes with an audience, sometimes with just a henchman/hanger on. The police get involved more than once.
These chapters sold me on the book more than anything else—it’s the core of the book. I enjoyed watching the reactions to Paulette and her antics. But more than that, it’s just watching the way the boys play.
The Game POV
If the core of the book is the gaming nights, then the chapters which are told about the game—from the POV of the characters—are the cherry on top. It’s basically scenes from a fantasy novel. We don’t see Truck, Charlie, or Nick—we see the characters Kryger, Domo, Bellator, and the rest—plus all the monsters and hazards that John throws at them.
These chapters are just perfect. I mean, I might not love them if they were in a proper Fantasy novel (I’d need to see more to form an opinion). But in this format? Just love them.
My sole complaint is that there aren’t enough of them.
So, what did I think about We Be Dragons?
I liked the book. I thought the anti-D&D stuff ended well. I thought the character arcs were pretty well resolved. I’m not 100% that the A Story chapters told a story that needed to be told, or had a satisfying/worthwhile conclusion. But, I’m not annoyed by that—and the pluses of this book outweigh that.
It took Weitz a little while to settle into the book—he was trying too hard initially to set the stage, I think. Two detailed descriptions of oil changes in the first 20 pages seems a little overkill. But once he settled into things, that went away. He nails the setting—granted, I didn’t move to the area until 5 years after the events depicted here, but his description jibed with my memories. Once we move past the opening chapters, the writing was smooth and while you wouldn’t ever call this a fast-paced novel, it reads like one.
The two antagonists of the book—Paulette Dickerson and Jim Henley—were a bit too thinly drawn to take seriously. I don’t get where Henley is coming from or his capricious treatment of his workers—why did any of the adults stick with him? Was work that hard to find in the community? Paulette is a good representation of the worst of the Satanic Panic of the time. But she feels as solid as a Hollywood backdrop. I just didn’t believe her (I believed people’s reactions to her, though).
All that said—this is a nice way to spend some time. Weitz does a good job of taking you back to the 80s (especially if you’re familiar with smaller rural towns), and reminding the reader about high school friendships—and, for some of us, that group of geeky guys they could spend quality time with.
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