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Book 6 of the Dungeon Crawler Carl series had no predetermined destination. Dinniman had outsourced that decision to his Patreon community, who were given the world and told to pick a country. What they chose left him scrambling.
They picked Cuba of all the countries in the world for [the characters] to land in for the sixth book (The Eye of the Bedlam Bride). I knew nothing about Cuba. I had to get books. I had to watch hours of YouTube videos, researching everything.
The card-battle mechanic at the heart of the eighth floor, where crawlers must capture and duel creatures rather than simply overpower them, came from Dinniman’s own enthusiasms rather than from any structural necessity. He had been holding the idea for years before he found a floor that could absorb it.
The card aspect was an idea I’ve had for a long time... the card aspect of the floor was heavily influenced by both Pokémon and Yu-Gi-Oh.
The political complexity that now runs through the series was not designed in. By the time Dinniman arrived at Book 6, he was managing faction wars, a self-aware AI, and a gathering resistance that had accumulated across five installments of a story he originally pitched to himself in the simplest possible terms.
When I first started writing it, I was writing a very simple straightforward story about a dude and his cat on an alien game show. I wasn’t anticipating such a complicated overarching political plot. As I started working and going on, that’s kind of what happened.
Writing without an outline across six installments creates a specific logistical problem: every gun loaded in Book 1 still has to fire somewhere, and a cast that now includes dozens of named characters all carry inventories, abilities, and unresolved debts. By his 2025 convention appearances, the tracking document Dinniman built to prevent the series from eating itself had grown to over 207 pages, and he needed a second spreadsheet to manage the first.
I make it all up as I go along with no outline and no plan. It’s how I prefer to write. Because of that, I have to keep track, or I simply wouldn’t be able to make it work. It’s like doodling on a giant canvas.
Research for a scene arrives when the scene demands it, not before. Dinniman described his usual method, with Cuba requiring a more sustained version of the same reactive process.
I’ll start writing something and discover, oh, I need to know about the Queen’s corgis, for example. Then I’ll find a Wikipedia article or a short documentary on YouTube and I’ll watch it while I’m sitting in bed.
Power creep, the phenomenon in LitRPG where accumulated character strength erodes narrative tension, was a real structural pressure by Book 6. The card-battle floor answers it directly: brute force is useless when the problem is assembling a deck of creatures who stop taking orders once captured. Dinniman named the challenge and the pleasure in a Lits Play interview recorded around the time of an earlier installment.
There’s a thing called power creep, which means when the characters get so strong that you’ve made them too strong to really basically. The only way for me to combat that is to make the challenges much more difficult. And that’s always been my favorite part of writing Dungeon Crawler Carl, is creative solutions. [paraphrased from audio]
Samantha, the reanimated love-doll head who becomes a central figure in the book’s action, arrived by accident and stayed by usefulness. Her logic-exempt nature gave Dinniman a character who could absorb whatever the story needed without breaking its internal rules.
Samantha is chaos incarnate. She’s very fun to write because whatever pops into my head, it doesn’t matter if it doesn’t make sense at the time, I can make it make sense later.
The Dungeon Crawler Carl audiobooks, narrated by Jeff Hays, have an unusually tight relationship with the prose: Dinniman writes new characters with Hays’s voice range in mind, and has said that characters whose voices he doesn’t like get killed off. That feedback loop shapes the texture of every scene.
I write everything with audio in mind.
The premise of the series, aliens broadcasting the destruction of Earth as a reality game show for an intergalactic audience, is satire, and Dinniman is precise about what it targets. The cocker spaniel aside is not entirely a joke: the series treats performative dog-show culture and social media self-presentation as versions of the same behavior.
I tend to poke fun at all sorts of stuff, but most of it focuses on our obsession of keeping up appearances. At social media culture and reality television. And cocker spaniels.
The dungeon’s cruelty is engineered rather than willed. The eighth floor is designed so that crawlers who would choose each other as allies are eventually forced to compete for exit keys. No single character ordered that outcome. Dinniman described how this kind of institutional harm works in terms that reach well beyond any one floor.
It’s not just one person. It’s the whole group of people smooshed together, all with a common goal, which is not to have the person above them fire them. They are just trying to make money, and they’re doing that by doing something not necessarily for the community’s best interest, if that makes sense. As a result, you come up with these giant machines that are filled with people who aren’t necessarily evil one-on-one, but they create evil.
This is the structural villain of the series. The dungeon has no mastermind a protagonist can defeat. It has a corporation with shareholders, and every floor is a quarterly report.
Beneath the absurdity and the card battles and the reanimated doll head, Dinniman wants readers to carry something specific: not hope as a feeling, but refusal as a posture. Carl doesn’t survive because he stays positive. He survives because he will not stop.
These survivors are refusing to allow the darkness to overcome them. One of the main themes is: You will not break me.