Role-Playing Game Research - Status Update on Development of the Basic Fantasy Role-Playing Game Introductory Adventures

A status update on our development of the Basic Fantasy Role-Playing Game (BFRPG) partnership with Chris Gonnerman and his community around this d20 opensource RPG clone, creating introductory modules

 · 8 min read

A Short Status Update on our BFRPG Introductory Modules Work



I have been making progress in the effort to create the introductory training solo adventure modules (SAMs) and "First Time GM" adventures using the Basic Fantasy Role-Playing Game (BFRPG) system by Chris Gonnerman, with the open source style community he has robustly grown around it. Chris and the community have welcomed working with us in partnership on this necessary endeavor as a template to guide the rest of the RPG design and publishing industry, and we're very excited to work with them on this endeavor, though we wish we didn't have to.


I am heavily tied up with finishing all the writing updates for the Third Edition of the Role-Playing Game Professional training, certification, diploma, and learning management system (LMS) content and books, but this BFRPG SAM & Intro GM adventures work is directly pertinent, so a status update is overdue.


Unfortunately, with only a few rare exceptions, as we've illustrated and stated for years, the majority of the RPG community, as well as 99% of the RPG design and publishing industry is "doing it wrong" when it comes to introducing new players to role-playing games. This is very fixable, but the industry is still struggling to understand.

There is still far too much dependence on massed learning and the mentor model, (or sadly dumbing-down of RPGs) but these approaches don't actually scale well for new consumer adoption. This issue (among others) has constrained tabletop RPG (TRPG) especially, to just tens of millions (at most maybe around 100 million) people at a time, for something that should be in the billions, that can benefit and raise up the functioning and quality of life for humanity around the world.


Addressing these barriers to entry DOES NOT MEAN DUMBING-DOWN RPG system complexity. It is much better to raise people up!

Nor does it mean more videos and howtos are needed to solve the issue (though they are fine, it doesn't address the core problems).


This is a core flawed design and publishing approach that can be readily addressed, and yet the industry, despite many attempts, continues to fail to do so, even though there is already an excellent template, though unfortunately out of physical print..


RPG Research is a 501(c)3 non-profit charitable research and community services organization with more than 30 doctorate-level staff, and 200+ other volunteers across six continents. We would much rather focus on our research and community programs than having to create adventure modules. There are already plenty of people and organizations creating modules. Unfortunately the industry just don't seem to quite "get it" when it comes to bringing in new players, and this has hamstrung the industry for decades. They have tried many times with a vast array of "Starter Sets" "Beginner Boxes", etc., but they still fail to understand what they are doing wrong, despite our streaming weekly on these topics through Twitch and Youtube, and speaking on dozens of talks shows, panels, magazine interviews, on GenCon TV, etc.


RPGs can be ideal for enhancing the learning process, when implemented correctly!


Though we kept pointing to past templates of what works, the cognitive neuropsychology of learning, and neurosciences that back our claims, we are finally going to have to stop "telling" and create a modern version "showing", by creating these modules out of necessity,


This doesn't mean we're may create particularly creative or award winning modules, because we're focusing on the methodology mostly, but we need to show the mechanics of what they are doing wrong, and how they can start doing it right. Then hopefully the rest of the industry will adopt these methodologies into their standards for introductory design and publishing, and the more creative writers will create better versions based on our templates.


I have been very busy trying to finish the Certified Role-Playing Game Professional Third Edition training workbooks, study guides, and online courses for publication first, but then I have to also hurry and finish the BFRPG modules in order for the training to resume. These modules are now tightly coupled with the training workshops and certification program requirements.

We're still, as always, in the mode of RFC (Request for Comments) peer-review iterating the final details in some areas (we know all the topics to cover, it is just how many and when during the training process that we've been reorganizing).


https://rpgprofessionals.com and the Applied Gaming Workflow Diagram (still a work in progress): https://rpg.llc/training/applied-gaming-list


Obviously some of the BFRPG introductory works are purely hypothetical at this point (for the high-level content), and I'm not even sure there is enough developed at the higher levels (yet) for BFRPG to fully map to the BECMI model entirely, so these higher level ones will likely have to evolve over years, but below is the high level roadmap we're working from and hope the community will be as excited as we are to undertake this endeavor over time.


This has grown in scope from the original discussion somewhat (shocker!).


Currently in the queue for BFRPG introductory modules:


Book 1: Solo Adventure Modules (SAM)

  • SAM 1 (title pending): base basics similar to BECMI Players Manual first adventure as far as what is covered.
  • SAM 2 (title pending): add to basics as far as what is learned, but still using pregenerated.
  • SAM 3: go through a solo adventure as a non-class initially, and based on your choices in the adventure, shapes what you character will be. At the end of the adventure have a basic full version of a generated PC based on your choices in the adventure. Great for folks that don't know yet what they should choose for race and class, so their style of play choices will help them create that character.
  • SAM 4: learn a few of the additional optional rules, classes, races, and equipment options beyond the core basics in SAM 3. Optionally add these to new or existing PC. Potentially get to second level, though likely still at first level. Basic information for leveling up if qualify. Generally recommend optionally going through SAMs 5 and 6 for the upgrade process as a fun game process, instead of just a mechanical process.
  • SAM 5: learn even more additional rules options, creatures, treasures, magic items, equipment, classes, races, rules, etc. Upgrade PC with these additional options, or create new PC now that have better idea of what might want if no longer want to continue with previous PC(s). If staying with same PC may very well be leveling up to level 2, so include instructions on this upgrade process. Generally recommend optionally going through SAM 6 for the upgrade process as a fun game process, instead of just a mechanical process.
  • SAM 6: adventure(s) specifically to go through the level increase process through adventure and role-play process. Finding a mentor (optional), etc. Can be just mechanical walk through of leveling up, but might enjoy the adventure approach for a more role-play approach to leveling up.
  • SAM 7: All the previous adventures were more one-short or short-shot focused. Now going to start setting up for the player and GM being in their first longer-lasting campaign setting with the intention of many connected sessions for the adventures and locations.
  • SAM 8: All the previous adventures generally for levels 1-3, which roughly maps to the BECMI "Basic" levels 1-3. Now preparing to come out from the dungeon crawls and small towns, to more wilderness and larger scope adventures and campaigns. This is roughly equivalent to the BECMI "Expert" levels 4-8. Helps with additional leveling up, preparing for wilderness adventures, growing beyond just the small town home base to larger environments like larger towns and small cities. Start to "travel the world" a bit.
  • SAM 9: Higher level PCs and adventures and campaigns, roughly equivalent to BECMI "Expert" X-series adventure levels 8-14.
  • SAM 10: Building PC dominions, settling in with keeps, manors, lordship, etc. roughly equivalent to BECMI "Companion" C-series adventures, levels 15-25.
  • SAM 11: introduction to extremely high-level adventures, multi-planar adventures and political/deities intrigue, and much more. Roughly equivalent to the BECMI "Master" M-series adventures, levels 26-36..
  • SAM 12: introduction to epic/heroic/demi-god level adventures. Roughly equivalent to BECMI "Immortals" I-series adventures of 36+ level. Totally optional, heavily engaged in deity-level mega-adventures and campaigns.


Book 2: First Time GM Modules:

  • First Time GM Adventure 1 (title pending): GM has only gone through SAM 1 and SAM 2, and has 1 or more other players that have only gone through SAMs 1 and 2 at least, (and optionally SAM 3). GM and Players use pregens provided in the adventure, or PC generated from SAM3 (or other options) for using their own PC. Assumes zero prior GM experience and goes very slow and railroady for the benefit of both the first time GM and player(s).
  • Only very minimal basic BFRPG rules, no optional or advanced equipment, creatures, classes, races, etc.
  • First Time GM Adventure 2 (title pending): GM has run through Adventure 1 with very minimal basic rules and PC. Now adventure 2 builds on what is learned in SAM 3 and SAM 4 to add a few more options. PC should still be first level, but might just make it to second level possibly.
  • At the end of this second adventure, GM (and player) should feel better about trying out the regularly published 1st level adventures out there from others.
  • First Time GM Adventure 3 (title pending): GM now leveling up PCs or already have second level PCs. Go through adventure specifically for 2nd level beginner players and GM.
  • First time GM Adventure 4: GM now learning to prepare and run their first longer adventure. Before mostly one-shots and short-shots, now preparing for a mini-campaign and working up toward full longitudinal campaign settings, preparation and planning. Roughly equivalent to the BECMI B-Series levels 1-3 adventures.
  • First time GM Adventure 5: building on SAM 8, larger campaign scope, wilderness adventures, etc. Roughly equivalent to BECMI "Expert" X-series adventures levels 4-8.
  • First Time GM Adventure 6: building on SAM 9, roughly equivalent to BECMI "Expert" X-series adventure levels 8-12.
  • First Time GM Adventure 7: building on SAM 10, inter-kingdom political intrigue and resources management of own lands and resources. Helping PC build dominions, settling in with keeps, manors, lordship, etc. roughly equivalent to BECMI "Companion" C-series adventures, levels 15-25.
  • First Time GM Adventure 8: building on SAM 11, introduction to preparing and managing very long-term and extremely high-level adventures and keep players engaged over years and years of game play, multi-planar adventures and political/deities intrigue, and much more. Roughly equivalent to the BECMI "Master" M-series adventures, levels 26-36+.
  • First Time GM Adventure 9: building on SAM 12, how to keep super-high-level many-years long campaigns and mega-high-level adventures still fun and interesting for players and the GM, introduction to epic/heroic/demi-god level adventures. Roughly equivalent to BECMI "Immortals" I-series adventures of 36+ level. Totally optional, heavily engaged in deity-level mega-adventures and campaigns.


I have been involved with role-playing gaming community programs since 1977, researching optimizing their experiences (and relevant technologies) since 1979, researching their effects and uses since 1983, using them in educational settings since 1983, using them with incarcerated populations since 1989, and for measurable therapeutic goals for with diverse populations of all ages since 2004.


I will post periodic updates, but wanted everyone to know that while this is a slow progression, it is advancing steadily.


Cheers!


-Hawke Robinson


Founder & Executive Director, RPG Research

Founder & Chief Executive Officer, RPG Therapeutics LLC


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Hawke Robinson

Known across multiple industries as "The Grandfather of Therapeutic Gaming" because he has been studying the effects and uses of role-playing games and their potential to achieve therapeutic goals longer than anyone else, Hawke Robinson is a Washington State Department of Health Registered Recreational Therapist.

He has a diverse and deep background in Therapeutic Recreation / Recreation Therapy, computer science, neuroscience, cognitive neuropsychology, neurotech, research psychology, nursing, play therapy, education, music, and role-playing gaming.

  • Hawke Robinson has been involved with role-playing games in community settings since 1977.
  • Studying methods for optimizing the experience of role-playing games, software development, and online since 1979.
  • A paid professional game master since 1982.
  • Studying the effects of role-playing games upon participants since 1983.
  • Providing role-playing games in educational settings and for educational goals since 1985.
  • Working with incarcerated populations since 1989.
  • Researching and using role-playing games to achieve therapeutic goals for a wide range of populations from 2 years old through senior adults since 2004.
  • Founder and Executive Director of the non-profit 501(c)3 charitable research and human services organization, RPG Research.
  • Founder and CEO of the for-profit RPG Therapeutics LLC and RPG.LLC.
  • Author of multiple books in technology and gaming W.A. Hawkes-Robinson books available on Amazon.
  • Creator of the wheelchair accessible RPG Mobile fleet vehicles and trailers.
  • Founder of the experiential learning Role-Playing Game RPG Museum, and much more.
  • Creator of the Brain-Computer Interface Role-Playing Game (BCI RPG) and many other related projects.
You can learn more about Hawke Robinson at www.hawkerobinson.com.

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