Since the tender age of ten, I've been in love with RPG's. I learned the fine art of writing for professional publications as a starry-eyed college student. I've taken more writing classes as a journalism major than I care to remember, plus all the English, history and creative writing I could pack in on top of gaming.
This book takes all that great technical advice from any given print journalism or English class and rolls it into one concise document for RPG writers. It also catches a lot of practical mistakes that many of us have had to learn the hard way. (i.e. getting barked at by our editor or boss.) I can't recommend this book enough.
Please, if you are considering writing anything for a game company, self publishing any game content, or even starting your own game company- Do yourself, your fans, and potential customers a huge favor and read this book! Follow this advice as much as you reasonably can and you won't go wrong.
Also, I wanted to give a big shout out to the examples in this book. Not only are they perfect for illustrating the points being made, but they're extremely amusing. I must find a way to use Tum Tum the marshmallow elemental somewhere in a game, just not anything I intend to publish. Lots of love for the T$R mage word replacement anecdote, too.
Keep up the good work!
[5 of 5 Stars!]