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Gary Gygax’ 17 Steps to Role-Playing Mastery (Steps 11 to 17)

Gary Gygax’ 17 Steps to Role-Playing Mastery (Steps 11 to 17)

So, if you are reading this post right now (and you’d have to be, to see these words), this is Part Two of a look at Gary Gygax’ 17 Steps to Role-Playing Mastery. It would make sense to go read Part One, before reading this. Like, a LOT of sense. But if you’re here and you’re determined to plow ahead, below is the first part of the intro to last week’s post, so you understand the deal. Then you can move right on to Step Six.

Though you really should go back and read Part One and Part Two.

My Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

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Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 6 to 10)

Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 6 to 10)

So, if you are reading this post right now (and you’d have to be, to see these words), this is Part Two of a look at Gary Gygax’ 17 Steps to Role-Playing Mastery. It would make sense to go read Part One, before reading this. Like, a LOT of sense. But if you’re here and you’re determined to plow ahead, below is the first part of the intro to last week’s post, so you understand the deal. Then you can move right on to Step Six.

Though you really should go back and read Part One afterwards. There’s more to come next week.

My Dungeons and Dragon s roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

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A Game of Kings and Things:TSR’s Divine Right

A Game of Kings and Things:TSR’s Divine Right

original box cover - Ghost Riders of Khos descending on forces of MuetarIn the summer of 1981, my friend Alex R. had moved into a big, new house not far from the Staten Island neighborhood where most of my other friends lived. As his parents were rarely home and summer was beginning, we spent all our days and most nights there, watching movies and playing D&D. Things changed significantly when George K. showed up one day with a copy of TSR’s fantasy wargame, Divine Right.

Designed by brothers Glenn and Kenneth Rahman, it’s from the time just before D&D had fully exploded into some approaching mass popularity and TSR was still connected to its board and wargaming roots. The Rahmans developed Divine Right from an earlier, unpublished game of theirs called Your Excellency. There were earlier fantasy wargames, White Bear and Red Moon and Elric from Chaosium and Swords and Sorcery from SPI, but for whatever reason, this is the one we encountered first and immediately fell in love with.

That first summer, we became obsessed with Divine Right. We’d start playing by noon and usually finish around dinner time. Half the days we ended up back at Alex’s for a second round. By the end of the summer, we started doing what I’ve since discovered lots of players did and made up our own house rules and new counters. We never actually put any of them into play for all sorts of reasons (primarily laziness, though), but we kept playing the game regularly for about a decade. Only when careers and families put an end to our gaming days did Divine Right get boxed up and tucked away in a cabinet in my basement.

These days, about once a year, I manage to get in a game with my friend Jim D. and his sons up in Connecticut. I am happy to report that a recent game reassured me, that even while I got murderized by Jim’s oldest son, I still play with the same take-no-prisoner approach and went down swinging. This is a game where victory is determined solely by one’s martial success, with points being awarded for sacking cities and capturing or killing monarchs.

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Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 1 to 5)

Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 1 to 5)

Role Playing Mastery by Gary Gygax (Perigee Trade, August 3, 1987)

My Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

In 1987, Gary Gygax put out a book entitled Role-Playing Mastery, which gave guidelines on how to excel as a player in role-playing games. At that time, there were essentially two versions of Dungeons and Dragons. The Original, or ‘Basic’ game, had evolved under Tom Moldvay’s rules development.

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Conan Unchained!, The Keep on the Borderlands, and the 50th Anniversary of Dungeons and Dragons

Conan Unchained!, The Keep on the Borderlands, and the 50th Anniversary of Dungeons and Dragons


Advanced Dungeons & Dragons CB1: Conan Unchained! by David “Zeb” Cook (TSR, 1984)

Before TSR created the Conan Role Playing Game with its own rules and conventions, they released two Conan adventure modules for use with AD&D, but with a few interesting rules additions, including Fear Checks, Luck Points, and more lenient Healing rules.

This adventure was written by the legendary David “Zeb” Cook and illustrated by the incredibly talented Jeff Butler. As I’ve had the pleasure of meeting both gentlemen at several conventions, I managed to get the book signed and personalized by each of them. It would be epic if I could get Arnold to sign it. 😉

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A Dark, Forbidding, Action-packed Experience: The ShadowDark RPG

A Dark, Forbidding, Action-packed Experience: The ShadowDark RPG

Back in December I received the ShadowDark RPG from the fine folks at The Arcane Library. This game looks wonderful, so far, and the production values are second to none. Thick, durable paper; library-sewn binding; clear, readable font selections with good white space. All these little things make for a better user experience.

I’ve had the pleasure of playing this game with its creator, Kelsey Dionne, whom I consider to be a wonderful creative force in the TTRPG (tabletop role playing game) industry. She has carved out her own niche in the hobby, presenting a dark, forbidding, action-packed experience.

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The Mad Wizards at Planet X Games

The Mad Wizards at Planet X Games


Rayguns & Robuts, issue 1 (Planet X Games, August 2022). Cover by Ed Bickford

“…system-agnostic universe filled with galactic space rangers and square-jawed heroes zipping across the phlogiston, with a jet pack strapped to their back and a raygun in hand…”

Back in 2022 I received the first issue of Rayguns & Robuts, by Planet X Games. This sci-fi zine is loaded with incredible content and art, and the design esthetic is second to none.

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When Your First Language is Role-Playing Games

When Your First Language is Role-Playing Games


A1-4: Scourge of the Slavelords by David “Zeb” Cook, Allen Hammack, Harold Johnson,
Tom Moldvay, Lawrence Schick, and Edward Carmien (TSR, 1986), and Oriental Adventures:
Night of the Seven Swords
by Jon Pickens, David “Zeb” Cook, Harold Johnson, Rick Swan,
Edward Carmien, and David James Ritchie (TSR, 1986). Cover art by Jeff Easley and Clyde Caldwell

Always a writer, the first significant things I wrote were role-playing adventures, some for old-school Dungeons & Dragons, but mostly for what the kids today call a home brew system based on the PrinceCon rules (kudos to the very very few who know that one). Later in life I’d write for TSR, Inc., including some AD&D stuff, work for the Indiana Jones game (hats off to the great Harold Johnson who had way too much fun making paper cut-outs exciting), writing for a family game called CrossCheck (I think? That assignment = a zillion or so crossword puzzle questions), basically whatever the company needed doing that no one else wanted to do.

But in these early, formative years, I came up with games and ran them for my friends, first in high school, then in college. By then I worked on poetry and fiction, too, and ran into a problem. I spoke RPGs. Fiction was essentially a second language.

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Goth Chick News: Bring on the Retro, 16-Bit Games Are Coming Back

Goth Chick News: Bring on the Retro, 16-Bit Games Are Coming Back

RetroRealms – Halloween Gameplay Screenshot

There is almost nothing I love better than a thunder-stormy Sunday afternoon spent playing video games. These days, those hours are spent in my souped-up home office which I have rigged for a VR system, as well as standard PC-gaming.

But it feels like only a short time ago that I was dumping quarters into upright machines at my local arcade. Like a whole lot of people, I feel an incredible amount of nostalgia toward the pixelated games which sucked down so much of early job income. This is why retro arcades have started popping up all over the place and I spent my entire tax refund a couple years back purchasing an upright arcade machine of my very own.

That said, it shouldn’t be the surprise that it was to read that a game developer was reimagining two iconic horror-movie-themed games from the early 80s.

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There’s Nothing to Say

There’s Nothing to Say

Image by LoggaWiggler from Pixabay

Good afterevenmorn, Readers!

I have to admit, I’m a little stuck as to what to share with you today, given the horrendous news cycle. I am struggling to think of anything else but all the awful things that are going on in the wider world, save for the current work in progress that I have finally begun writing again after many, many months off (I was supposed to have finished this book in February). And I can’t really talk about that since, the book being in the unfinished first phase rough, no one will know what the hell I’m referring to when I do talk about it.

I’m not sure that even if I had anything constructive to say directly regarding this WIP that it would do any good, as it is the third book in a series, and I haven’t even bothered to shop the first book yet. There’s no point in trying to create buzz around a book that doesn’t even have a publication date… and may not, depending on how well it does during submission. I mean, I don’t have a book coming out until 2026, and if the first book were to be picked up, it’d be published maybe 2027 if I’m extremely lucky. Likely much later.

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