Archived Variants of NeuroRPG Website
I, William Hawkes-Robinson, founder and creator of RPG Therapeutics LLC, RPG.LLC, BCIRPG.com, NeuroRPG, NeuroRPG.com, and NeuroRPG.com LLC, own the aforementioned businesses, and the websites rpg.llc, rpgtherapeutics.com, bcirpg.com, neurorpg.com, etc., and am the copyright holder of all of the above and below.
The following is for archival purposes from different revisions on the aforementioned sites, and is copyright (c) William Hawkes-Robinson, RPG.LLC and NeuroRPG.com LLC.
Some of these came from earlier drafts at the following URLS:
https://rpg.llc/neuro-rpg
https://rpg.llc/neuro-rpg-1
https://rpg.llc/neuro-rpg-story
https://neurorpg.com
One of NeuroRPG LLC's (www.neurorpg.com) many offerings:
NeuroRPG: "Shaping the Future of Gaming and Accessibility with the Power of Thought!"
Enter the world of NeuroRPG, where the realms of imagination are just a thought away.
Led by Hawke Robinson, "The Grandfather of Therapeutic Gaming", we're pioneering a new era in accessible, cooperative, social, role-playing games that increase bio-psycho-socio-emotional functioning and quality of life, while having fun!
A new technology-focused company as a spin-off from RPG Therapeutics LLC, by RPG Research and RPG Therapeutics LLC's founder, Hawke Robinson "The Grandather of Therapeutic Gaming.
Led by Hawke Robinson, "The Grandfather of Therapeutic Gaming", featured in Hasbro's Wizards of the Coast Dragon Talk Show and book Welcome to Dragon Talk, creator of the RPG Mobile fleet of accessible facilities, founder of the global non-profit research and human services charitable organization RPG Research, founder of the for-profit RPG Therapeutics LLC, and creator of the open source Brain Computer Interface Role-Playing Game (BCI RPG) project, we're pioneering a new era in role-playing games. Our innovative platform merges the advanced technology of Brain-Computer Interfaces with the captivating universe of role-playing games (RPGs).
Our innovative platform merges the advanced technology of non-invasive Brain-Computer Interfaces (BCI) and related technologies, with the power of cooperative social role-playing games, enhanced through Artificial Intelligence (AI) and modified realities like Augmented Reality (AR) and Virtual Reality (VR).
Picture yourself navigating epic quests and connecting with friends and family across the globe, all controlled by the power of your mind.
But our vision extends beyond just gameplay. We're also at the forefront of developing AI tools for other RPG enthusiasts, game masters, role-playing game professional service providers, and designers, enhancing the gaming experience in unprecedented ways.
At NeuroRPG, we're not just playing games; we're breaking barriers and building communities. Here, your thoughts don't just create stories; they forge realities.
Join us in this groundbreaking journey, where Hawke Robinson's vision brings the future of role-playing into the present.
With NeuroRPG, your mind is the ultimate gaming console.
NeuroRPG Contact Information:
NeuroRPG.com LLC
8 The Green, STE A
Dover, Delaware
19901
USA
www.neurorpg.com
info@neurorpg.com
+1 (833) RPG-PROS (774-7767) extension 710
About NeuroRPG 2
NeuroRPG: "Shaping the Future of Gaming and Accessibility with the Power of Thought"
Enter the world of NeuroRPG, where the realms of imagination are just a thought away.
Picture yourself navigating epic quests and connecting with friends across the globe, all controlled by the power of your mind. But our vision extends beyond game play. We're also at the forefront of developing AI tools for RPG enthusiasts, game masters, professional service providers,and designers, enhancing the gaming experience in unprecedented ways.
At NeuroRPG, we're not just playing games; we're breaking barriers, building communities, and literally improving human connections.
Here, your thoughts don't just create stories; they forge real human connections and growth.
Join us in this groundbreaking journey, where Hawke Robinson's vision brings the future of role-playing into the present.
With NeuroRPG, your mind is the ultimate gaming console.
How NeuroRPG Evolved
The Early Years - A Spark Ignites
In the late 1970s, a young Hawke Robinson discovered a world that would shape the course of his life. Introduced to role-playing games by an older cousin in 1977, Robinson was immediately captivated. These weren't just games; they were gateways to new worlds, fostering creativity and community. By 1979, he was not only an avid player but also a community organizer, hosting gaming sessions in libraries, game stores, and clubhouses. These early experiences sowed the seeds for his future endeavors, blending his love for RPGs with a burgeoning interest in technology and community engagement.
The Tech Whiz - Merging Gaming with Technology
As the 1980s dawned, Robinson's passion for RPGs dovetailed with a growing talent in technology. At just 9 years old, he had begun programming, a skill that would become a cornerstone of his later innovations. By 1982, Robinson was already making strides in the tech world with his first paid programming gig. His dual interests in technology and gaming converged in 1983 when he wrote an insightful paper on the effects and uses of RPGs, hinting at his future path as a pioneer in therapeutic gaming.
The Visionary Educator - RPGs in the Classroom
Robinson's journey took a significant turn in 1985 at Realms of Inquiry, a school for gifted and talented children. Here, he began using RPGs as an educational tool, harnessing their potential to enhance learning and social skills. This innovative approach was more than a teaching method; it was a testament to Robinson's belief in the power of RPGs to transform and enrich lives.
A Catalyst for Change - RPGs in the Jail System
In 1989, Robinson embarked on a groundbreaking initiative, introducing RPGs to incarcerated individuals. In the unlikely setting of a jail, he used gaming to bridge divides, bringing rival gang members together in cooperative play. This initiative was a profound demonstration of RPGs' potential for fostering understanding and positive social interactions in even the most challenging environments.
The Healthcare Connection - Insights from Nursing
The 1990s brought a new dimension to Robinson's work. As a nurse at Doxie Hatch Medical Center, he gained firsthand insights into the challenges faced by individuals with severe physical limitations. These experiences were pivotal, deepening his resolve to make gaming accessible and therapeutic.
Technological Breakthroughs - The BCI Revolution
Robinson's encounter with a neuromuscular signal-based controller at PC Easy in the mid-90s marked a significant technological turning point. This device inspired him to delve into Brain-Computer Interface (BCI) technology, leading to his experiments in making gaming more inclusive. His coding expertise, honed since childhood, was instrumental in enhancing these early technologies.
Democratizing Technology - The OpenEEG Milestone
The early 2000s were a time of significant advancement. The availability of OpenEEG opened new doors, making EEG technology more accessible. Robinson's pioneering work during this period, including adapting popular games like Neverwinter Nights for play through brainwave signals, was a major step in making gaming inclusive for those with physical limitations.
NeuroRPG - A Dream Realized
Today, NeuroRPG stands as a beacon of innovation and inclusivity in the gaming world. It's a platform where all RPG formats are accessible, enhanced by the latest in BCI and AI technologies. But more importantly, it's a community where barriers are broken, and connections are forged. Robinson's vision has culminated in a space where gaming is not just entertainment but a powerful tool for therapy, learning, and social connection.
The Legacy Continues - Looking to the Future
As NeuroRPG continues to grow, Robinson's legacy is evident in every aspect of the platform. From web and mobile apps designed for gamers and game masters to tools that aid in rehabilitation and social engagement, his vision of a more inclusive and empathetic world through gaming is becoming a reality.
We see more than the evolution of a gaming platform. We witness a journey of passion, innovation, and empathy, a reminder of how one person's vision can ignite change and touch countless lives. In the universe of NeuroRPG, every game is a journey, every player a hero, and every story a step towards a more understanding and empathetic world.
The NeuroRPG Story and The Grandfather of Therapeutic Gaming
A short story about the creation of NeuroRPG and how Hawke Robinson became known as "The Grandfather of Therapeutic Gaming"
Story Try 1
Segment 1
In the vibrant tapestry of the late 1970s, a young boy named Hawke Robinson found himself at the cusp of a lifelong journey, one that would intertwine the realms of fantasy and reality, technology and human connection. It was in 1977 when Hawke, guided by an older cousin, first delved into the world of role-playing games (RPGs). This wasn't just a pastime; it was the opening of a portal to uncharted lands and untold stories, a gateway to a universe that would shape his destiny.
In the quiet corners of libraries, the bustling aisles of game stores, and the cozy spaces of clubhouses, Hawke began to weave his magic. He wasn't just playing games; he was orchestrating grand adventures, creating worlds where dragons soared and heroes triumphed. But beyond the fantasy, there was something more profound happening. With each roll of the dice, with every character brought to life, Hawke was bringing people together, fostering a community bound by shared tales and camaraderie.
As the 1980s dawned, Hawke's role as a community organizer blossomed. He was no longer just another player around the table; he was a maestro, conducting symphonies of imagination. Libraries, traditionally bastions of quiet and solitude, transformed under his guidance into vibrant hubs of collaborative storytelling. Game stores became not just marketplaces but gathering places where bonds were formed over shared victories and defeats. Clubhouses, often the scenes of casual gatherings, turned into arenas of epic quests and deep connections.
But it wasn't just the joy of gaming that drove Hawke. He saw something more in these gatherings, a force for good, a tool for social development. In these early years, he began to understand the power of RPGs as a medium for building skills beyond the game table. Communication, teamwork, problem-solving – these were the real treasures gleaned from the dungeons and dragons of his games.
Hawke's early initiatives were more than just community events; they were the seeds of a vision that would grow to encompass much more. He was laying the groundwork for a future where gaming would be recognized not just as entertainment but as a valuable tool for education, therapy, and community building. These formative years were a time of learning and growth, a period when the foundations of his future endeavors were being laid with each game he organized, each story he told.
As the 1980s progressed, Hawke's journey would take him deeper into the realms of technology and gaming. His early experiences as a community organizer, his innate talent for storytelling and leadership, were preparing him for the challenges and triumphs that lay ahead. In these early years, a spark had been ignited, a spark that would grow into a beacon of innovation and inclusivity in the gaming world.
This was the beginning of Hawke Robinson's journey, a journey that would see him become a pioneer in the field of therapeutic gaming, a champion of inclusivity, and a visionary in the use of technology to enhance the gaming experience. But at its heart, it was a journey about people, about bringing them together, about the power of shared stories to create bonds and bridge divides. It was a journey that started with a young boy, a set of dice, and a boundless imagination.
Segment 2 Try 1
As the 1980s unfurled, a young Hawke Robinson, already steeped in the world of role-playing games, began to chart a course that would intertwine his burgeoning passion for technology with his love for RPGs. This was a time of personal exploration and technological innovation, a period that would see Hawke not only embrace his role as a tech whiz but also start to envision the fusion of his two passions.
In the quiet hum of his personal workspace, surrounded by the burgeoning technology of the era, Hawke, a mere 9 years old, embarked on a journey into the world of programming. This wasn't just a hobby; it was a calling. With each line of code, he was not only honing his skills but also laying the foundation for a future where technology and gaming would converge in ways previously unimagined.
By 1982, Hawke's talent in programming had already begun to bear fruit. His first paid programming gig, a milestone for any young tech enthusiast, was not just a job; it was a validation of his skills and a glimpse into the potential his future held. This early success was a testament to his dedication and a sign of the innovations to come.
Amidst the clatter of keyboards and the glow of computer screens, Hawke's dual interests in technology and RPGs began to merge. In 1983, he penned an insightful paper exploring the effects and uses of role-playing games. This wasn't just an academic exercise; it was a deep dive into understanding the impact of RPGs on players. Hawke delved into the psychology of gaming, the social dynamics at play, and the potential educational benefits. This paper was a precursor to his future career, hinting at his burgeoning interest in the therapeutic and educational potential of RPGs.
As he navigated his teenage years, Hawke's life was a tapestry of code and fantasy. He spent countless hours both in front of the computer screen and around the gaming table. These were not separate worlds for him; they were complementary facets of his life. In the pixels and programming of his tech world, he saw the potential to enhance the RPG experiences he cherished. And in the narratives and interactions of his gaming sessions, he found inspiration for his technological endeavors.
This period was a crucible of growth for Hawke. Each programming challenge he overcame, each gaming session he led, was a step towards a future where he would stand at the intersection of technology and RPGs. He was not just a gamer or a programmer; he was becoming a pioneer, someone who would one day use his dual passions to break new ground in the world of gaming.
The 1980s were a time of transformation for Hawke Robinson. From a young boy fascinated by RPGs to a tech-savvy teenager with a vision for the future, his journey was shaping up to be one of innovation and impact. In these formative years, Hawke was not just playing games or writing code; he was preparing for a future where he would redefine what it meant to be a gamer and a technologist, a future where his passions would converge to create new possibilities in the world of role-playing games.
Segment 2 Try 2
In 1982, a pivotal moment unfolded in Hawke Robinson's journey, one that would not only affirm his burgeoning skills in technology but also set a precedent for his future endeavors. At the tender age of 12, Hawke embarked on a project that was both a challenge and an opportunity: creating a Point of Sale and inventory software program for a small, local mom-and-pop video rental store.
This wasn't just any programming task; it was a real-world application that required precision, reliability, and user-friendliness. The store, a hub of community entertainment, needed a system to manage their growing inventory of video cassettes and streamline their sales process. Hawke, with his innate understanding of programming and a keen sense of innovation, was up for the task.
Armed with an IBM PC, the technological marvel of the era, and a stack of floppy disks, Hawke set to work. The task was daunting. He had to create a program that was not only functional but also intuitive enough for the store owners to use with ease. This project was more than a test of his coding skills; it was an exercise in real-world problem-solving and application development.
For a few intense weeks, Hawke dedicated himself to writing the first version of the software. His world revolved around lines of code, debugging sessions, and constant refinements. The initial version was a significant achievement, but it was just the beginning. Over the next few months, Hawke worked tirelessly to iron out the bugs, often going back and forth with the store owners to ensure the software met their needs.
The final product was a triumph. The software ran smoothly, efficiently managing the store's inventory and sales. For the store owners, it was a game-changer, a tool that simplified their operations and saved them countless hours of manual work. For Hawke, it was a milestone. The $600 USD he earned from this project was not just a financial reward; it was a symbol of his capabilities and potential. While it might not have been a significant sum for an adult, for a 12-year-old, it was a fortune, and more importantly, a validation of his skills.
This early programming gig was a defining moment for Hawke. It was a testament to his talent and a preview of what he was capable of achieving. The software he created didn't just run for a few days or weeks; it was a reliable tool that the store relied on for years. This experience was more than just a job; it was a stepping stone that laid the groundwork for his future endeavors, blending his love for technology with his passion for gaming.
In the grand narrative of Hawke Robinson's life, 1982 was a chapter of growth, achievement, and foresight. As he continued to navigate the realms of technology and RPGs, this experience stood as a reminder of what he could accomplish. It was a foundation upon which he would build a career that straddled the worlds of programming and gaming, leading to innovations and contributions that would redefine the landscape of role-playing games.
Segment 2 try 3
In the early 1980s, amidst his deepening journey into the world of role-playing games, a young Hawke Robinson encountered a milestone that would subtly shape his path towards becoming a pioneer in therapeutic gaming. In 1982, at just 12 years old, Hawke undertook a project that bridged his burgeoning programming skills with a practical application, a venture that would echo his future endeavors in blending technology with RPGs for transformative purposes.
Hawke's challenge was to develop a Point of Sale and inventory software program for a local mom-and-pop video rental store. This task, though seemingly distant from the dungeons and dragons of RPGs, was a practical application of his self-taught programming skills. Utilizing an IBM PC and a stack of floppy disks, Hawke embarked on this project with a determination that belied his age.
The task was complex and demanding. Hawke spent weeks crafting the first version of the software, followed by months of refining and debugging. His dedication paid off. The software not only functioned well but became a staple tool for the store, running successfully for years. The $600 USD he earned was a significant sum for a 12-year-old, but more importantly, it was a tangible acknowledgment of his talents and a confidence booster that would fuel his future endeavors.
This programming gig, while a detour from the fantasy realms of RPGs, was a critical step in Hawke's journey. It honed his problem-solving skills and his ability to apply technology in practical ways. These skills would later become instrumental in his pioneering work in therapeutic gaming. The experience gained from this project was a building block, one that contributed to his understanding of how technology could be used to enhance and transform experiences, a concept he would later apply to RPGs.
As Hawke continued to immerse himself in role-playing games, this early achievement in programming remained a subtle undercurrent in his life. It was a reminder of the potential that lay at the intersection of technology and gaming, a potential he would fully realize in the years to come. This blend of technology and RPGs would eventually lead to the creation of NeuroRPG and solidify his reputation as 'The Grandfather of Therapeutic Gaming'.
In this narrative of Hawke Robinson's life, each experience, whether directly related to RPGs or not, contributed to his overarching vision. The programming gig of 1982 was a testament to his ingenuity and foresight, qualities that would later drive him to use RPGs as a powerful tool for therapy, education, and social connection. It was these endeavors that would ultimately lead to the betterment of lives through the innovative use of role-playing games, marking Hawke as a visionary in a field he was destined to revolutionize.
Segment 2 try 4
In the early 1980s, a young Hawke Robinson, already deeply immersed in the world of role-playing games (RPGs), embarked on a journey that would intertwine his burgeoning passion for technology with his love for these immersive games. This period was marked by a significant milestone that would subtly shape his path towards becoming a pioneer in therapeutic gaming.
In 1982, at the tender age of 12, Hawke undertook a project that bridged his growing programming skills with real-world application. He was tasked with developing a Point of Sale and inventory software program for a local mom-and-pop video rental store. This project, though seemingly distant from the realms of RPGs, was a practical application of his self-taught programming skills. Utilizing an IBM PC and floppy disks, Hawke embarked on this task with a determination and focus that was remarkable for his age.
The challenge was significant. Hawke spent weeks crafting the first version of the software, followed by months of refining and debugging. His dedication and hard work paid off. The software not only functioned well but became a vital tool for the store, running successfully for years. The $600 USD he earned from this project was not just a financial reward; it was a validation of his skills and a boost to his confidence, reinforcing his belief in the power of technology.
This early foray into programming was a crucial step in Hawke's journey. It honed his problem-solving skills and his ability to apply technology creatively. These skills would later become instrumental in his pioneering work in therapeutic gaming, where he would blend technology with RPGs to transformative effect.
In 1983, Hawke's journey took another significant turn. He penned an insightful paper exploring the effects and uses of role-playing games. This wasn't just an academic exercise; it was a deep dive into understanding the impact of RPGs on players. Hawke explored the psychology of gaming, the social dynamics at play, and the potential educational benefits. This paper was a precursor to his future career, hinting at his burgeoning interest in the therapeutic and educational potential of RPGs.
As Hawke continued to immerse himself in role-playing games, these early achievements in programming and his insightful analysis of RPGs remained a subtle undercurrent in his life. They were reminders of the potential that lay at the intersection of technology and gaming, a potential he would fully realize in the years to come. This blend of technology and RPGs would eventually lead to the creation of NeuroRPG and solidify his reputation as 'The Grandfather of Therapeutic Gaming'.
In this narrative of Hawke Robinson's life, each experience, whether directly related to RPGs or not, contributed to his overarching vision. The programming gig of 1982 and the insightful paper of 1983 were testaments to his ingenuity, foresight, and deep understanding of the transformative power of RPGs. These endeavors would ultimately lead to the betterment of lives through the innovative use of role-playing games, marking Hawke as a visionary in a field he was destined to revolutionize.
Segment 2 try 5.
additional information to weave into the datavase on hawke robinson related to these stories on neurorpg and grandfather of therapeutic gaming: add some personal past, father was brilliant but horribly abusive, mother fled with the kids from California to Utah (the only person hawkew robinson's father respected enough was James Ivers III, statue of Ivers on Park City Main Stret, nick name "Iron Ass Ivers" helped convert Park City from mining boom town to the famous resort town it is now. Subsequent divorce. Hawke robinson grw up working some summers in a an underground gold mine or doing surface crew work, chopping wood, learning surveying, timber working, washing dishes, welding, blasting, and much more as a "go fer" for his grandfather James Ivers III. Horrible experiences at Howard R Driggs school during second grade. Went to Saint Ann's's catholic school . was in a fight almost every week at Howard R Driggs school as the he and his siter the only nopn-mormons. Hawke could fight back and did, so was in second grade fighting against and standing successfully up to 6th grades. Despite his face being clawed aat and rocks being thrown at him, since he kep knockcking them down and fighting back and making them more bloody than him,he was the one that kept getting suspended, even though he never threw the first punch.evern though he also had asthma he was super physically active.
During visits with father, spent a lot of time in Oakland and Richmond california during the height of the turmoil of that time. Being th eonly white kid in sight. studying kungfu 6 days a week, 4 periods a day: 1 solo session in the early morning for 2 hours, then a group morning class for 2 hours, then a long break in the afternoon, then 2 hours solo class in later afternoon, then shor tbreak, and then 2 hours group class in the evening. Thjen either picked up by father, or else walking or biking the 10 miles back tro his father's shack that would later be turned into a complex interchange. On these rides or walks would often run into either different small gangs of different demographics trying to harass him, and he would havd to ap[ply his training that day, ands the next day explain to sifu and learning hot to further improve.
Sifu was black, african-american who would travel to china regularly for his more advanced training, then come backt o the states and tecach hawke an edhis student what he learned from his fgrand master.
These martial arts likely kept hawke alive, and more importantly he learned a lot of medication techniques and self discilplilne that would be critically important in later years.
Did much better at Saint Ann's, just "normal;" fights with peers, just a few times a year, this was not so atypical in the 70s and early 80s., tons of sports, hyperactive, always high energy, did everything intensily. sometimes annoying other times very likeable and endaring. thinking and conversing and vocabular far above age. 9 years old explaining most of the cosmos episodes to his mother, especially those on time and doppler effect, black holes, etc. as young as 9 years old at the University of utah, online since 1979 precursor to what would become the internet, beffore there was DNS. Hanging out with teenages and adults fart above his age. Partly because iof so tall, eventally growing 6'9", though later shrinking to 6'7" in his 50s. had a lot of problems though. filled with love buyt also anger. in a LOT of physical fights. martial arts isince 1974 in aikido and kungfu, since 1974. as reached mid-teens began having many issues as a teen ager and getting in more an dmore trouble. dropped out of high school, was in and out of jail half a dozen times, and really struggling. endde up homeless innumerable times living in his vehicle, and 3 times completley homeless, living in a tent on the side of mount olympus in slc utah, while workign double and triple shifts at seven eleven from 1991-2992. then slowly crawling out, pauying off over 47k in fines and restitution, and hundreds of hours fo community servivce. finished early, originaly 7 years probgation finished in 4 years 2 months (though only decades later finding out one judge kept the progration in Murray city going unbeknownst to him the full duration). would have bene sent to prinson for 17 years before parole. non-ciolent crimes, but included high sped police chases over a 6 year period.
while in jail, shortly after gang members in black and mexican gangs spabbed each other, in qwuartrantine with over 32 people in a 16 man group cells at Salt lake city and county jail. a literal dungeon of metal and stone with no windows anywhere. during a 7 day lock down after the fights and mini-riots, termpers were high. so brought toethert 12 of the peoplke inthe cell, 2 from the black gang, 2 from the mexican gang (though not the ones involve din the stabbings), pl;us one froma cvietnamesse gang, one navajo known as "chief", a pair of white supremecissts with schaastickas on their necks, and others, and gm'e through MERP using paper chits, pencil and a small yellow notepasd. he had memorized the MERP and rolemaster rules and tables ewell enough to imrpovise without access to the rule books. They enjoyed itr very much. everyone getting along palaying cooperatively as one group for hours on end.
When wanting to stop from fatigue, not only did the play9ers not want to stop, but also the other inmaes lisentening asked to keep fggoing. This went on for several days. During this timew a number of the other quanteen cells erupte itno violnce, but this cell ramained calm through the whole 7 day slock down with no access two phopnes, tv, commisary, books, etc. SLC jail would later be in great trouble for the over capacity and conditions ands lose lawsuits from the conditions.
New overview story 1
Hawke Robinson's journey to becoming the 'Grandfather of Therapeutic Gaming' and the founder of NeuroRPG is a tapestry woven with threads of adversity, resilience, and a relentless pursuit of innovation. His story is not just about the convergence of technology and role-playing games; it's also deeply rooted in personal trials and triumphs that shaped his character and his life's work.
Born into a family marred by domestic turmoil, Hawke's early life was fraught with challenges. His father, though brilliant, was horribly abusive, leading his mother to flee with the children from California to Utah. In Utah, they found support in the shadow of James Ivers III, a respected figure in Park City, known for transforming it from a mining town to a renowned resort destination. Hawke's childhood was marked by this tumultuous shift and the subsequent divorce of his parents.
Growing up, Hawke spent summers working in an underground gold mine under the tutelage of his grandfather, James Ivers III. These formative years were filled with diverse experiences – from surveying and timber work to welding and blasting. This period instilled in him a work ethic and a range of skills that would serve him well in later years.
However, Hawke's school years were not without their struggles. At Howard R. Driggs school, he faced significant challenges, being one of the few non-Mormons. He often found himself in physical confrontations, standing up to older students despite his asthma and the physical toll these encounters took. His resilience in these fights, though leading to suspensions, showcased a spirit unwilling to yield to adversity.
Visits with his father in Oakland and Richmond, California, during a time of considerable social turmoil, exposed Hawke to a different world. Here, he was often the only white kid in sight, which brought its own set of challenges. He devoted himself to studying Kung Fu intensively, a discipline that not only honed his physical abilities but also taught him meditation and self-discipline. These skills, learned from an African-American Sifu who regularly trained in China, were crucial in navigating the dangers he faced and in shaping his mental resilience.
Despite these challenges, Hawke found a more welcoming environment at Saint Ann's Catholic School. His hyperactive and high-energy nature, coupled with his advanced thinking and conversational skills, made him stand out. His early exposure to complex scientific concepts, like those in the "Cosmos" series, and his involvement in the early online communities since 1979, set the stage for his later technological endeavors.
However, Hawke's teenage years were tumultuous. His intense involvement in martial arts since 1974 in Aikido and Kung Fu was a double-edged sword, providing discipline but also involving him in numerous physical confrontations. His struggles escalated to the point of dropping out of high school, multiple incarcerations, and periods of homelessness. These experiences, while harrowing, were also transformative, leading him to a path of redemption and self-improvement.
It was during one of his incarcerations, following a violent outbreak among gang members, that Hawke's unique approach to RPGs as a tool for social change began to crystallize. In the confines of an overcrowded cell in Salt Lake City and County Jail, he brought together individuals from diverse and rival backgrounds – including members of Black, Mexican, Vietnamese gangs, white supremacists, and others – through the medium of role-playing games. Using MERP (Middle-earth Role Playing) and improvising without rulebooks, he created an environment where cooperation, imagination, and mutual respect flourished amidst the most unlikely group of players. This experience was a profound demonstration of the unifying power of RPGs, a seed that would grow into his future work with NeuroRPG and therapeutic gaming.
Hawke Robinson's journey is a testament to the transformative power of resilience, creativity, and the human spirit. From the depths of personal challenges to the heights of innovation in therapeutic gaming, his life story is a compelling narrative of overcoming adversity, harnessing one's passions, and using them to better the lives of others. His work with NeuroRPG and his recognition as the 'Grandfather of Therapeutic Gaming' are not just professional achievements; they are the culmination of a life lived with purpose, passion, and a deep commitment to making a difference.
Outline 2
Segment 1: Early Life and Formative Years
Childhood Background
Early family life, struggles with an abusive father, and the family's move from California to Utah.
Influence of his grandfather, James Ivers III, and experiences in Park City.
Early Education and Challenges
Difficulties at Howard R. Driggs school due to being one of the few non-Mormons.
Transfer to Saint Ann's Catholic School and experiences there.
Introduction to Role-Playing Games
First exposure to RPGs around 1977 and early fascination.
Organizing community RPG events in libraries, game stores, and other venues.
Inclination Towards Technology
Early interest in programming and technology.
First programming experiences and projects in the early 1980s.
Segment 2: Teenage Years and Early Adulthood
Deepening Interest in RPGs and Technology
Continued involvement in role-playing games.
Developing programming skills and early software projects.
Martial Arts and Personal Discipline
Training in Kung Fu and Aikido, and its impact on his life.
Experiences in Oakland and Richmond, California.
Academic Pursuits and Challenges
Writing a paper on RPGs in 1983.
Struggles during teenage years, including dropping out of high school.
Legal Troubles and Turning Points
Incarcerations and experiences with homelessness.
Self-improvement efforts and overcoming personal challenges.
Segment 3: The Path to NeuroRPG and Therapeutic Gaming
Early Professional Endeavors
Various jobs and roles, including work in technology and programming.
Continued engagement with RPGs and the gaming community.
Innovations in RPG and Technology
Experimentation with combining RPGs and technology.
Development of early versions of gaming software and systems.
Therapeutic Gaming: The Early Years
Use of RPGs in therapeutic settings, including jails and community centers.
Recognition of the potential of RPGs in therapy and education.
Founding of NeuroRPG
The inspiration behind NeuroRPG.
Early development and challenges in establishing the company.
Segment 4: Recognition and Expansion
Advancements in NeuroRPG
Development of Brain-Computer Interface (BCI) technologies.
Integration of AI and advanced gaming systems.
Wider Impact and Recognition
Becoming known as 'The Grandfather of Therapeutic Gaming'.
Contributions to the field of therapeutic RPGs.
Educational and Therapeutic Programs
Development of programs for various groups, including those with disabilities.
Expansion of NeuroRPG's reach and impact.
Legacy and Future Directions
Reflection on Hawke Robinson's journey and achievements.
Future plans and aspirations for NeuroRPG and therapeutic gaming.
Segment 5: Personal Reflections and Philosophies
Life Lessons and Philosophies
Insights gained from personal struggles and professional achievements.
Philosophies on gaming, therapy, and technology.
Community Involvement and Advocacy
Ongoing efforts in community building and advocacy.
Role as a mentor and leader in the RPG and therapeutic communities.
Personal Hobbies and Interests
Hawke Robinson's interests outside of RPG and technology.
How these hobbies influence his professional work.
Vision for the Future
Long-term goals for NeuroRPG and the field of therapeutic gaming.
Anticipated developments in technology and gaming.
This outline provides a structured approach to narrating Hawke Robinson's life story, capturing the essence of his journey from early struggles to becoming a pioneer in the field of therapeutic gaming with the creation of NeuroRPG. Each segment offers a glimpse into different aspects of his life, weaving together personal experiences, professional achievements, and his impact on the world of role-playing games and therapy.
Outline Try 2
Outline try 3
Opening Vignette try 1: