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Role-Playing Mastery

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Based on such major games as Dungeons & Dragons, Top Secret, and Traveler, this book offers tips, tactics, and strategies for improving participation in any role-playing game and advice on getting started, reading rules, and character creation

176 pages, Paperback

First published August 3, 1987

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E. Gary Gygax

247 books300 followers

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Displaying 1 - 18 of 18 reviews
Profile Image for Angela Blount.
Author 4 books692 followers
May 14, 2019
While fairly textbook cut-and-dry in some places, this book serves as a fair overview on the history, development, and intentions behind Role-Playing Games.

(To preface the review, I'd like to start off with the admission that this reviewer has had only short stints of casual tabletop Role Play gaming. What I actually hooked into best were text-based role play games (the MUDs and MUSHes semi-popular in the late 90's), which utilized most of the same principles Gygax is oft considered to have fathered. I also spent several dedicated years with a handful of MMO (Massive Multi-player Online) games, which also involved a great deal of RP concepts, although more time-effective (or less, depending on your perspective.) >.>

On some levels, this book does have a dated feel—particularly in terms of the author's estimate as to how many people worldwide had participated in role-play gaming around the time of the late 1980's (when this was written). When Gygax originally wrote it, I doubt that even he could have foreseen how very mainstream technology would take the concept of roleplay gaming within his own lifetime. (World Of Warcraft, anyone?) And while his entire focus is tabletop gaming, much of the information could be considered timeless in regards to Role Play as a genre. Early on, he even addresses his take on the ever-present controversy surrounding the alleged connection between gaming and the real-life expression of violent tendencies:

"Even the most outspoken of the critics must admit that long before we had print and film media to "spread the word," mankind was engaged in all forms of cruel and despicable behavior. To attribute war, killing, and violence to film, TV, and role-play games is to fly in the face of thousands of years of recorded history." – Gary Gygax

Gygax's writing voice possesses a kindly intelligence and almost professor-like tone. While perhaps not the most humorous, his passion for designing and improving upon games comes through with an admirable vigor. Surprisingly conscious of the potential social pitfalls surrounding this form of entertainment, a sizable portion of the book seems dedicated to advice on appropriate group interactions, spotting possible problem players or detrimental GM (Game Master), conflict resolution, and preventing isolation (and therefore, stagnation). All of this with the intention of keeping to the ultimate goal of all role-play gaming: Having Fun!

To that end, Gygax repeatedly threads through the same nigh-philosophical concept of players learning the difference between the rules of the game and the “spirit” of the game. His point, I believe, is that extreme (shall we say legalistic) adherence to rules can be just as stunting to gameplay as an ignorant lack of boundaries/proper worldbuilding:
"The rules define what can and cannot be done with regard to specific (and general) areas. The spirit draws in the remainder of the boundaries; for as is well understood, the best RPG rules cannot hope to cover all of what must go into a game that reflects make-believe or actual life."

For this reader, the most unexpected result of this book was the sense I gleaned for the personality, motives, and background of Gary Gygax himself. It drove me to such a state of curiosity, I actually paused about 3/4ths of the way through to read the man's entire Wiki page. And no, I don't regret the experience. :)
Profile Image for Dustin.
1,178 reviews8 followers
April 10, 2014
It's an interesting read to be sure, if for no other reason than Gygax was one of the founders of the hobby. It's got a lot of advice for becoming a better roleplayer or GM (some of which is good, a lot of which is really groggy). It also has sections on game design advice, circa 1987. It was neat to see Gygax's thoughts, but they feel dated compared to modern game design.
Gary take a professorial tone with the book. It's like reading a lecture on roleplaying.
208 reviews48 followers
January 10, 2011
This book is targeted at a younger and less experienced audience than I expected. It's good advice, and it's always useful to learn from a legend like Gygax. There's a recommended reading list, and a few stories about pre-D&D role playing that make the book worth it's (used) cover price.
Profile Image for Jerry.
Author 10 books27 followers
August 20, 2018
The blessing of role-playing games is that each campaign can be molded and shaped to suit the aims and preferences of a particular group.


This 1987 book attempts to outline the steps necessary to become a master at playing and/or running role-playing games. But becoming a master at role-gaming is very different than becoming a grandmaster or a master poker player, because the nature of the games is very different; there is no reliable measurement for winning or gains, even at tournaments.

There is a lot to agree with here, a lot to disagree with, and a lot to realize that it was written in 1987. Gygax admires the James Bond 007 game, which was one of the first to really start playing with really new ideas for RPGs, and which ceased publication the same year this book was published.

It is difficult to tell whether it was submitted before or after Gygax’s October 1986 resignation from TSR.

The book could probably be about a quarter the size and still say the same thing. It is written in Gygax’s wordy style, but without the dense content that characterizes such works as the Dungeon Masters Guide. There is a lot of duplicate explanation about how role-playing games and role-playing groups are so diverse that specifics are nearly impossible.

The stated assumption throughout is that role-playing games are serious business—which they certainly would be for the cowriter of Dungeons and Dragons—but I tend to agree with the way he’s stated it.

Many games are mere pastime activities, but RPGs are enjoyable pursuits of a sought-after nature and are hobbylike, rather than pastime creations aimed at filling an otherwise empty period of leisure.


Many people in the role-playing game industry today are trying very hard to turn RPGs into pastime activities, one night stands rather than a hobby. I think this removes most of what makes role-playing games enjoyable compared to board games or other games. Without a concrete sense of both history and future in a player character the single game session becomes more about arranging resources for an immediate effect rather than because of past experiences or hopes for the future.

In general, this is probably not a useful book today. The industry has changed, and the writing itself is wordy without much benefit from that wordiness. Even Dungeons and Dragons breaks some of the advice he gives, some to its benefit and some to its detriment. But it is very much an interesting look at a period in the history of role-playing games when it was a close-knit community where some players could, through skill and charisma, become well-known throughout the community for their gaming expertise.

The sky is not the limit to mastery, for—as any science fiction enthusiast can tell you—there are infinite worlds left to explore once the sky is left behind.
Profile Image for James.
889 reviews22 followers
January 23, 2019
From the inventor of tabletop role playing himself, comes a guide to play TRPGs successfully, not so much about the strategies or tactics but rather, how a player can become the very best player, how to maximise his or her enjoyment and to become a master of the game.

Gygax, in a rather roundabout way, outlines the different roles a player might take in playing a TRPG: how to choose a character, how to DM a game, how to deal with other characters and players, and how to deal with a GM. While a lot of this might seem self-explanatory, this book was written well before the these sort of games and the subculture surrounding them entered the mainstream, and the role playing gamer was an island. To the player then, this sort of book would have been a welcome support. Even today, Gygax offers his advice to help engage in reflective practices to make sure we are actually enjoying our games and to ensure we and the other players gain the most we can from them.

Not an introduction to TRPGs but rather written for the player either just starting or for an experienced player looking for a refresher course, Gygax still can offer much to us.
1,857 reviews23 followers
November 7, 2022
This was an attempt by Gygax to maintain his position as a philosophical leader of the tabletop RPG hobby after being ousted from his position at TSR, where he'd had the benefit of having the most prominent pulpit in the field to promote his views. Some parts are of interest, other parts have aged like milk or smack of one-true-wayism. Full review: https://refereeingandreflection.wordp...
Profile Image for Jess Newman.
49 reviews2 followers
May 22, 2020
Some great advice, some rants, some overly specific nitpicks of Gary's that don't really apply outside of very traditional D&D (despite the book's claim that it refers to all types of roleplaying). Not nearly enough exposition on why strict time records must be kept in order to have a meaningful campaign.
476 reviews
July 20, 2023
A 50,000 foot view of the RPG industry, RPGs, and RPG creation. Very "high brow" and theoretic, with some practical applications.

This book was beyond my interest when I first sat down to read it years ago.

Now that I have helped design a RPG, and am a veteran RPGer of 40+ years of experience, it has a whole new interest, and accordingly, level of meaning for me.

I have played in tournaments, run tournaments, coordinated conventions, played many many characters of multiple classes and species combinations; I have not contributed to periodicals, nor published any adventures when paper periodicals were still a thing. Why does this matter?

This book provides a good "arm chair" reference and re-evaluation of years of gaming experience that I share with my friends. It is a good thing. It points out the speed bumps our campaigns have had, and ultimately, forecasts what we have done in gaming.

This is a good book, not for everyone's tastes, but a good theoretical and somewhat practical discussion for gamers, by the Master Gamer himself.

Profile Image for Jon.
1,337 reviews9 followers
August 13, 2019
I don't know how I missed these when I was young.
38 reviews
November 5, 2025
Take a guess. It's Gygax at his best and worst. Enjoyable and dated.
Profile Image for Justin.
Author 60 books10 followers
December 10, 2016
A great addition to any tabletop RPG gamer's library! “Role-Play Mastery” serves both as source of sound advice for role-players as well as an interesting time capsule reflecting on the state of gaming in the 80’s era. Most of the advice found within its pages remains relevant today, but for me the true enjoyment of the book was the nostalgic journey back to my early days of gaming. The content has a very verbose and flamboyant feel as would be expected from the great Gary Gygax – who was quite the wordsmith. It’s a bit pricey (where you can find it) due to its rarity, the notoriety of its author, and the present day popularity of tabletop role-playing games, but well worth picking up if you don’t mind the purchase price.
Profile Image for Ned Leffingwell.
480 reviews6 followers
January 27, 2012
This reads like a college textbook. There are a few interesting tidbits, such as Gygax talking about creating D&D and taking part in a grand simulation of WWII. However, most of the information is too wordy to be practical. I did learn that the term "game master" was borrowed from play-by-mail Diplomacy games.
15 reviews1 follower
October 13, 2010
Didn't get anything out of it I haven't already done as an RPGer.
Displaying 1 - 18 of 18 reviews

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