Kinda Real Online
"When you try KRO you will finally understand what you've been missing. You might even crow about it."
Somehow KRO managed to become an extremely successful game even with the cheesy slogans, and massive opposition. When was first announced many questioned the safety of playing a game while hooked up to a simple headset that caused a coma. The company struggled for a few years, only supported by a few fans, and a couple wealthy investors, until the FDA finally finished their tests and determined the technology was perfectly safe.
When the release date was finally announced, the only information that anyone had about the game was that it would be almost like lucid dreaming, with other people and a system of rules.
This is the story of one of the first to enter KRO, and the exploration of an uknown universe.
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There's adventure, there's uncovering mysteries, there's trying to have fun in a game, and there is a dragon girl.
The RPG aspect in the story is fresh to me, having a very different style of character growth to the usual leveling system of most other stories. Since so far I haven't seen any signs of levels, only growth from actions, achievements, quests, and a class.
The story so far is great but with a minor pacing problem. Maybe because the chapters are short but still need to deliver the plot points.
Supporting characters have clear personality but seem slightly mechanical to me, like needing to follow a certain rigid list of character traits.
The main character on the other hand seems to need more character development, but that goes for any good story.
Grammar has some hiccups but it's okay.
Also, MC likes games but isn't actually good at games, I think. So, basically, story follows a ragtag group of very off-meta players on adventures (there's not much yet, though) and intrigue (Reader: So how much intrigue is there? Author: Yes...).