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How Role-Playing Games, Distributed Computing, and AI Development Led to an Investment Pitch Simulator

I've spent close to 50 years working with role-playing games in various capacities—as a player, game master, designer, researcher, and therapeutic practitioner. In parallel, I've been writing code since 1979, building systems that range from simple pattern-matching programs on university mainframes to distributed GPU clusters processing modern AI workloads. These two paths—gaming and computing—have intersected repeatedly throughout my career in ways that weren't always obvious at the time but now seem almost inevitable in retrospect.

A Professional Milestone in Educational Technology and Creator Empowerment

Over the past several years, I've found myself juggling roles across multiple organizations—some overlapping in mission, others completely independent, all working toward making specific impacts in their respective domains. As Chief Information Technology Officer (CITO) of Practicing Musician SPC and CITO + Co-Founder of ClimbHigh.AI, I've been deeply involved in building educational technology platforms that are trying to address some fundamental problems I've observed across decades in both the tech industry and educational spaces.

AI Journey 1977-2025: Part 5 of 5 - SIIMPAF - Four Decades of Technology Lessons in One System

This is Part 5 of a 5-part series documenting the technical evolution from early introduction to role-playing gaming in 1977 and hobby programming in 1979 to modern distributed GPU computing and self-hosted Artificial Intelligence (AI) infrastructure. The series traces patterns that emerged over four decades and shows how they apply to current challenges in AI development and computational independence. This final part brings together four decades of lessons in DGPUNET's, AILCPH's, & SIIMPAF's architecture, explaining how patterns from 1979 remain relevant in 2025.

AI Journey 1977-2025: Part 3 of 5 Professional Applications and Breakthroughs (2005-2020)

This is Part 3 of a 5-part series documenting the technical evolution from early introduction to role-playing gaming in 1977 and hobby programming in 1979 to modern distributed GPU computing and self-hosted Artificial Intelligence (AI) infrastructure. The series traces patterns that emerged over four decades and shows how they apply to current challenges in AI development and computational independence. This part focuses on applying technical skills to therapeutic and educational contexts, culminating in systems that outperformed commercial alternatives.

Hawke's AI Journey 1977 to 2025: Part 2 of 5 - IRC Bots, Beowulf Clusters, and Distributed Computing on Commodity Hardware

This is Part 2 of a 5-part series documenting the technical evolution from early introduction to role-playing gaming in 1977 and hobby programming in 1979 to modern distributed GPU computing and self-hosted Artificial Intelligence (AI) infrastructure. The series traces patterns that emerged over four decades and shows how they apply to current challenges in AI development and computational independence. This part focuses on scaling patterns from single systems to networks and building production infrastructure on commodity hardware.

My Personal AI Journey 1977 to 2025: Part 1 of 5 - How Role-Playing Games and Early Computing Shaped Four Decades of AI Development

This is Part 1 of a 5-part series documenting the technical evolution from early introduction to role-playing gaming in 1977 and hobby programming in 1979 to modern distributed GPU computing and self-hosted Artificial Intelligence (AI) infrastructure. The series traces patterns that emerged over four decades and shows how they apply to current challenges in AI development and computational independence.

90/10 Rule Applied: Building 3 years and $30M Worth of EdTech in 3 Months for just $100K

I've watched countless companies burn through millions (billions in the aggregate) trying to reinvent wheels that already exist. Not long ago, I reviewed a competitor's failed attempt to build what we launched in six weeks and less than $20,000 USD for 1.0, and just 3 months and $100k for 2.0 — they spent three years and $30+ million, and they still couldn't deliver. This isn't about being better-funded, or event smarter; it's about the wisdom of understanding a fundamental truth that most of the tech industry refuses to accept: in the 2020s, 90% of what you need has already been built.

Freedom to Create: The Relationship Between Open Societies and Innovation

Throughout human history, innovation has followed a fascinating pattern of peaks and valleys, strongly correlated with the degree of societal openness and free exchange of ideas. Recent comprehensive analyses combining archaeological data, historical records, and modern patent statistics reveal a compelling relationship between open societies and accelerated technological progress.

Building DGPUNET: Democratizing AI Innovation Through Open Source Infrastructure

Over the past several months, I've been working on something that started as a practical necessity but evolved into a philosophical statement about accessibility in AI development. When a startup couldn't get anything better than a pitiful G10 GPU instance from their cloud provider - completely insufficient for the machine learning workloads needed - I realized I had to take matters into my own hands, and home...

Postfix, Dovecot, PostGreSQL, and SOGo Webmail on Debian 13

Debian 13 was fairly recently released, but AWS is already shoving it as the primary AMI, and make getting a good Debian 12 a few more steps. Most apps aren't yet compatible with Debian 13, so I recommend waiting for it to stabilize, but here is some information on getting a basic mail server working on Debian 13...

Some of Hawke Robinson's Key CITO Methodologies

I have been involved working with technology since 1979 (over 45 years!), and over time refined the methodologies that help enhance the benefits of technologies to maximize the benefits to business, and help improve the overall human condition.

Interaction Patterns and Role-Playing Games

Here is a "cheat sheet" summarizing the "Interaction Patterns" concepts into one page for RPG design. I'm thrilled to see it being adopted by professionals and professors in various universities across the USA for their Certified Therapeutic Recreation Specialist degree and other programs. This short hand tool is useful for explaining and developing role-playing games in various formats and goals. Check out the references for more information on about it!

Z-Day City Role-Playing Game

Here is a status update on the Z-Day City role-playing game project, originally started back around 2014, with some root development back in 2007, a hybrid TRPG, LRPG, and ERPG, with xR, role-playing game adventure series.

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