covers various attempts to describe RPGs in general terms. There are many sources for advice on role-playing games, but most of these try to promote a "One True Way" of playing. Rather than telling you how to roleplay, this is a collection of articles
intended as an entrypoint for anyone interested in the development roguelike games. If you are unfamiliar with the roguelike game genre a good definition is (modified definition taken from Balrog and originally from ADOM)
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
Numbers for Fantasy Worlds, a distillation of broad possibilities drawn from a variety of historical reference points, from periods ranging from the 11th to 15th centuries as a good model for a trad-fantasy gameworld.
Zelda's Axiom: Whenever somebody tells you about "the five ancient talismans" or "the nine legendary crystals" or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.