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. :)