Small Medium: Big Trouble
2018 · Andrew Seiple · 262 pages · Fantasy
Small Medium: Big Trouble is the first book in Andrew Seiple’s Small Medium trilogy, published independently in 2018. It’s set in the same Generica Online universe as his earlier Threadbare series, a world where RPG mechanics are baked into reality. Statistics, skills, and class systems aren’t metaphors. They’re visible, measurable forces that shape how people live, fight, and interact. Into this system, Seiple drops Chase Berrymore, a halven (essentially a halfling) girl who dreams of adventure but whose class and abilities are about as far from traditional combat as you can get. She’s an Oracle. She talks to the dead, she reads fortunes, and she navigates problems through wit and social maneuvering rather than violence.
Reader response has been positive, with particular praise for the creative class mechanics, the humor, and the protagonist’s unconventional approach to problem-solving. The criticism tends to focus on the slow start and the degree to which the book assumes familiarity with the Threadbare series. But for readers who connect with the premise, the trilogy became a favorite that they returned to more than once.
Chase Berrymore’s Words as Weapons
The class system is the book’s mechanical heart, and Seiple uses it with real creativity. In a world where most protagonists level up by fighting, Chase levels up by talking. Her Oracle abilities give her access to information and social leverage that combat classes don’t have, and watching her navigate dangerous situations through persuasion, deception, and careful negotiation creates a problem-solving dynamic that feels fresh. Seiple clearly enjoys designing encounters that can’t be solved with a sword, and the results are some of the most inventive conflict resolution in the LitRPG subgenre.
Humor is a consistent presence without overwhelming the story. Seiple writes comedy that comes from character and situation rather than from pop culture references or meta-jokes about game mechanics. Chase’s reactions to the absurdity of her world feel genuine, and the secondary characters contribute their own comedic moments without becoming joke delivery systems. The tone stays light enough to keep things fun while allowing moments of real tension when the stakes demand it. Several readers reported laughing out loud, which is a rarer achievement in LitRPG than it should be.
Seiple’s Generica Online setting continues to be one of his strongest creations. The idea that the entire world operates on visible game mechanics, and that the characters know this and have built their societies around it, creates a backdrop that’s both familiar to gamers and strange enough to sustain genuine worldbuilding. The way different classes interact, the social hierarchies that emerge from stat-based power, and the mystery of where these mechanics came from all add layers beyond the immediate story.
The Slow Start and the Threadbare Shadow
Opening chapters are the book’s most commonly cited weakness. The story takes a while to establish its premise, introduce Chase, and get the plot moving. Readers who stuck with it consistently report that the book improves significantly after the early stretch, but those first chapters have to hold attention without the momentum that carries the later sections. For readers coming to Seiple cold, the slow burn can feel like a slow fade.
Small Medium’s relationship with the Threadbare series is both an asset and a liability. Fans of the earlier trilogy bring context that enriches the reading experience, and references to Threadbare events and characters add satisfying connective tissue for those who catch them. But readers who haven’t read Threadbare can feel like they’re missing part of the conversation. The world operates on rules that were established in an earlier series, and while Seiple provides enough context to follow the story, the experience is noticeably richer for readers who arrive with background knowledge. This isn’t a dealbreaker, but it does narrow the book’s appeal.
Chase’s non-combat approach, while refreshing, does limit the story’s capacity for certain kinds of tension. When the protagonist can’t fight and the story is honest about that limitation, the narrative has to find other sources of suspense. Seiple manages this well most of the time, but there are moments where Chase’s lack of physical capability makes her feel sidelined in her own adventure, watching others fight while she contributes from the margins.
The LitRPG That Chose Charisma Over Strength
What makes Small Medium: Big Trouble most interesting is its implicit argument that the most valuable RPG stat isn’t Strength or Intelligence but Charisma. Chase’s power comes from her ability to connect with people, read situations, and use words to shift outcomes. In a genre dominated by protagonists who solve problems by hitting them harder, a protagonist who solves problems by understanding them better feels like a quiet revolution. Seiple doesn’t make a big deal of this. He just builds a character whose toolkit is social rather than martial and lets the story demonstrate why that matters.
Should You Read Small Medium: Big Trouble?
If you enjoy LitRPG with creative class mechanics, humor that doesn’t undermine the stakes, and protagonists who think their way through problems, this is an easy recommendation. Fans of Threadbare will find a worthy companion piece that expands the Generica Online universe in satisfying ways. Readers who appreciate the underdog archetype, characters who win with cleverness rather than power, will find a protagonist worth rooting for.
Skip it if slow openings test your patience beyond recovery. Skip it if you want a standalone that doesn’t benefit from reading another series first. And skip it if non-combat protagonists feel like a limitation rather than a feature.
The Verdict
Andrew Seiple’s LitRPG comedy drops a halven girl with zero combat skills into a world that runs on RPG mechanics, then watches her talk, bluff, and prophesy her way through problems that most protagonists would solve with a sword. The class system is inventive, the humor is consistent without being exhausting, and Chase Berrymore is the rare non-combat protagonist who feels clever rather than helpless. The opening chapters take too long to find their footing, and readers unfamiliar with the Threadbare universe may feel like they’ve walked into the middle of a conversation. But once the story picks up speed, it delivers a smart, funny take on LitRPG that proves brains and words can carry a fantasy adventure just as well as stats and steel.