DIYRPG failed because we didn’t gatekeep enough!

Back in 2009, lots of small personal websites covering homemade pen and paper RPG material and general thoughts around the subject popped up. Mostly as a decentralized forum for people very dissatisfied with how D&D had been developing for the last 15-20 years and the direction it kept heading for to the future. Because people found common ground in how D&D used to be in the olden days, it became known as the Oldschool Revival. Unsurprisingly, this became a fertile space for “Good Old Boys” to connect with other like-minded middle-aged straight white men and reminiscent how everything used to be better before their cherished private space was invaded by newcomers (young, queer, non-white, and women) who kept trying to put their own stamps on the traditional values of the game.

Not saying that RPGs are a hobby that is particularly attractive to misogynists, homophobes, and racists. But any space where older white men come together to bond over their teenage memories is inherently a potential hotbed for them to thrive.

But many of them knew how to be subtle, and I guess young white men like me might have been oblivious to things that women and non-white people would have spotted from miles away. And sure, there was drama and some kerfuffles, but hey, many of these controversial guys created really creative and evocative RPG material! Some of it a bit try-hard edgy, but very different from the output of the big commercial publishers.

Zak S., James Raggi, and Venger Satanis were all big darlings of the OSR. I too marveled at their creative output.

But with success and adoration, the masks started to come down. First gradually, then increasingly. But people loved their work, and saw themselves as members of a friendly community, and so nobody really wanted to rock the boat. Also, as people engaged in more research on the famous creators from the early days in the 70s, things came to light that previously nobody seemed to have paid attention to. The creator of Tekumel and the inheritor of the rights to Wilderlands turned out to be tied to Neo-Nazis.

I guess it was in the late 2010s that the facade was finally crumbling down, and lots of people who had been big fans and proponents of Oldschool Roleplaying stopped associating themselves with the OSR label because the space was looking increasingly toxic. Which meant that the real shitheads increasingly had the space to themselves.

And there seems to have emerged a new space for people still interested in simple RPG systems and sharing free home-made game material, but not wanting to have anything to do with the toxic pit that was left over from the OSR. DIYRPG was put to consideration as a new banner to rally around, and also NSR (whatever that was supposed to mean? New-Oldschool Revival?)

But then I saw something very peculiar happening, I think about a year or so ago. New people coming into this new space being all hyped about DIYRPG embracing both the NSR label, and also using the OSR label interchangeably. Apparently unaware of their their respective backgrounds. And I think it wasn’t long after that that the DIYRPG scene on the internet seemingly collapsed. I heard of several people just leaving it all behind them because it’s still full of racists, homophobes, racists, and other bigoted shitheads strolling around in the open and being heaped with adoration.

DIYRPG didn’t work out because quietly cutting ties with the OSR label and just doing our own thing wasn’t enough. It felt to me that we tried to create an RPG space on the internet was inclusive. But we didn’t explicitly make it a space that is actively anti-nazis, anti-homophobic, and anti-abusive. Tolerance was what turned OSR into an alt-right shitshow, and hesitance to call people out for their shittiness in an attempt at politeness is what made DIYRPG fail. And now most of the creative people making cool stuff and sharing the most interesting ideas seem to be gone.

I have been thinking for a while that it seems strange that the discourse about innovations about RPGs appears to have trickled down to almost nothing, even though I believe we still have barely even scratched the surface of what pen and paper can be and what could be done with the medium. And yes, perhaps it’s because all the people with new and creative ideas don’t want to talk with those of us who are still left running their own personal RPG sites and hanging out on Mastodon. Because they assume we’re still hanging out with the OSR shitheads. And I actually can’t blame them.

I very much would love to have a global community and space of both new people with fresh ideas and old veterans open to expanding our horizons and searching for new possibilities. I don’t know how to do this with so many of the people with the brightest potential having already given up on it and turned their back for good. But to have such a thing work, it can no longer be “OSR, but with a friendlier face”. There must be a clear severing of ties and an explicit rejection of all hateful and abusive people. Awful people can have fascinating creative ideas. But a space for DIYRPG creativity must always be about the community first, even when that means purging interesting works associated with horrible people from our collective discourse. And it’s not like there should be a thought police making background checks. The truly awful people who ruin things for everyone but their bros don’t merely have a slip of the tongue were they crossed a line. They are the kind of people who never back down from something dumb they once said, and instead just keep piling on more of it to the applause of their equally horrible friends.

DIYRPG has the potential to come back. Maybe next year, or maybe in 10 years. But it will only work out for us if we constantly make it clear that assholes and shitheads will not be tolerated, and that brushing away concerns is complicity.

Grant Us Eyes!

One of my favorite game mechanics in videogames in Insight from Bloodborne. You increase your character’s Insight by encountering weird alien shit for the first time, or by consuming the Madman’s Knowledge item. As your Insight increases, you gain the ability to see more supernatural stuff happening around you that would otherwise be invisible. But as you are pulled into the world of eldritch beings, you also become more vulnerable to their strange powers.

For a campaign in which the player character’s are on a journey to visit sacred shrines of supernatural power to gain greater wisdom and enlightenment from personal encounters with cosmic forces, an Insight mechanic would be just perfect.

In Dragonbane, this is a perfect case for introducing a secondary skill. That is, simply a skill that isn’t in the main rulebook for the game. Assuming the campaign begins with the PCs already having done a circuit of the regular pilgrim’s path but still craving for greater understanding from more out of the way and controversial sites of power, all PCs would start with Insight as a trained skill in addition to the starting skills of a new character. Which means it starts at a rank of 1 to 7, based on the character’s Willpower attribute, corresponding to a 5 to 35% chance at making a successful skill check.

Insight checks are rolled when touching a supernatural object, entering a supernatural area, or first interacting with a supernatural creature to gain a first impression of what’s going on. It might also be rolled in secret by the GM to become aware of a hidden presence. And in turn, an Insight roll might need to be failed or otherwise supernatural beings take notice of the PCs entering their vicinity and come to investigate. (That part is admittedly still very vague at this point.)

As with all skills, a roll of a 1 or a 20 marks the Insight skill for advancement at the end of the game. Once the game ends, players make a skill check, and if the check fails, the skill advances by one rank. The sacred shrines that the characters are seeking and visiting count as a teacher for for the Insight skill. Spending a full shift in a sacred shrine and contemplating the experience lets players make a skill advancement roll with a boon (roll twice, take the better result).

The Pilgrimage

The main challenge for me in imagining fantasy adventure stories has always been the motivation of the adventuring heroes. Oldschool D&D was before anything else a tactical dungeon crawling game. It wasn’t even called a roleplaying game for some time. Just a fantasy adventure game, that had evolved out of wargaming. Characters were play pieces for the players. Both disposable and replaceable. The game is being played to have fun interacting with the challenges. It was not a game about experiencing the heroic journey of memorable characters. In that context, people just picking up a rusty sword to walk straight into monster-infested hellholes and to their pretty certain death was not an issue of narrative dissonance.

But very few roleplaying games that succeeded early D&D since the mid-80s are anything like that. They are not dungeon crawling tactical games. They are roleplaying games about characters with personalities, motivations, and ambitions. But in the typical fantasy adventure game, they are still walking straight into situations that should be certain and immediate death on a regular basis. Real people do significantly dangerous things as a job, even if the pay is poor, because they want to help people in danger and believe that this is worth the risks they are taking. But these people usually go to incredible length to mitigate all the possible risk to themselves and rely on extensive support structures to fund and equip them. And even then, there is regularly a point where they concede that there is nothing they can do because the risk of becoming additional victims that need saving is just too high.

Fantasy is fiction of the impossible and magical. But when it comes to the risk that characters take in fantasy adventure scenarios, and the possible gains they expect from that, my brain just can not believe that a person with a mind that works in similar ways to real humans, would make decisions like that. (Let’s not even touch on the whole genre of JRPGs and Shonen anime.)

We do have many fantasy protagonists who go on adventures outside of games, and many of them were the direct inspiration for dungeon crawling games in the first place. But old king Conan does not go on adventures. He rides out into battle to defend his country from invading armies. Ending up in dungeons and fighting demons was never his plan. Young man Conan does go dungeon crawling many times. But his motivation is that he thinks killing, stealing, and intimidating people are the most fun passtimes one can engage him. Not exactly a model for the typical fantasy game player to emulate.

Elric and Kane frequently find themselves in adventure situations, but adventuring is not what they set out to do. Most commonly they are on a journey to get a thing that is important to them or will be a valuable tool for their goals. And along the way, an adventure happens to happen by accident, and is something they would rather have avoided.

I don’t think any of these characters and stories make for good models for player characters in roleplaying games. And that is probably at the heart of why all my campaigns in the last 10 years have felt to me like a compromise to just have something to play, rather than nothing. But the adventures as a whole never felt meaningful to me.

But thinking about the topic again over this weak did lead to an idea that could be interesting to pursue further and build a campaign around for the Iron Lands.

Characters on Pilgrimage

Why would people go on adventures? That does depend on what even is an adventure in the first place? In the context of Sword & Sorcery tales, it’s pretty much a given that it is about characters on a journey during which they enter at least one exceptional, and often supernatural, location and face off against a significant, and usually supernatural, threat. But why do they go to the place, and why do they risk facing the threat? And for a campaign, why do they keep doing that over and over?

Self-preservation and defense only works so many times. By the third time the heroes’ home gets attacked by demons, the believability breaks down. Seeking an opportunity to get rich quick or die trying does work structurally, but that just goes completely counter to any themes I find worthwhile to engage with. And traveling heroes for hire who ask around in every village they come through if they have any monsters they want to be freed from just doesn’t pass my personal checks for a plausible world.

But here is one new idea! What if adventuring is basically a religion?

The idea is that there are many kinds of mystic cults and societies that seek to gain understanding or enlightenment about the reality of existence and their own being through personal experiences of the supernatural or divine. Living a rural life in the natural world only lets you experience a small fragment of what reality in its entirety really is. Studying tomes and listening to the words of mystic teachers in great metropolitan cities will only get you so far. To truly gain enlightenment and real understanding of the world and being, people have to experience the supernatural as well. And to that purpose, followers of these religions go on pilgrimages to visit many holy sites, and experience the presence of supernatural phenomenons and beings for themselves.

For most people, these pilgrimages are just that. A year, or maybe two, visiting several revered shrines and sanctuaries, and returning to their former lives as a grown person with a greater appreciation for the world and life. But some pilgrims feel that there is still more for them to learn. Greater truths and more revelations that are just out of reach and prevent them from returning home just yet. Many great and most revered mystics continue their pilgrimages to more distant and remote sites for decades or their entire lives.

And off the regular pilgrimage routes, on rarely travelled paths deep into the wilderness, pilgrims can often find themselves in the presence of forces far from the serenity of the more famous sanctuaries. And on these journeys, some people discover that they have it in themselves to face the supernatural even when it is frightening and hostile, and to keep going forward into the unknown when most others would turn back. Warriors and mages who have stepped on the pilgrims’ path are often found among those who have both the courage and the compulsion of curiosity to push on on these darker paths. But they can also be found in the most unlikely people who have never considered themselves as being particularly brave or thirsting for knowledge. And it is these people that many remote settlements, that have no experienced priest or shaman of their own, put their hopes on when they are struggling with the dark forces from below and beyond. And in many cases, pleas to take a look into these strange and rare manifestations of the supernatural are too tempting to resist investigating.

In Dragonbane, professions for new player characters cover the typical fighter, hunter, mage, and thief. But they also include scholars, merchants, artisans, and mariners. People without any special martial skills or magical powers, who really would have no qualifications to leave their homes and clear out bandit lairs, goblin warrens, and haunted tombs. But going on a pilgrimage to visit holy shrines? Sure, why not. Lots of ordinary people do that. And as their journeys go on, asking other pilgrims if they can tag along to visit some of the more dodgier and out of place sites is not much of a stretch. The professions are also only a template to speed up character creation. Once play begins, character advancement is entirely by using skills and receiving skill training from instructors. Who your characters will become depends entirely on their experiences during the campaign. This seems a really nice mechanical fit for a world in which characters become adventurers during their journey, instead of chosing it before they set out.

This setup also provides a nice default action for sandbox campaigns, for when an adventure is wrapped up with nothing else for the characters to do. Just take out the map again and look if there’s any other pilgrimage sites in the area. And if that turns out uneventful, continue on to the next one until something extraordinary disrupts the quiet journey again.

This is a new idea I just started thinking about. But I think this could be something really interesting to use as the centerpiece to build a fantasy world around.

The Economy Engine, v0.2

I made a thing.

For D&D 3rd edition, so it might not be that interesting to a lot of people. But I made it and I think it’s cool.

The 3rd edition Dungeon Masters Guides has a system to determine various traits of any randomly generated town or village. The rules for making a list of all NPCs that live in a city by class and level are pretty silly, as they easily produce considerable numbers of level 20 commoners in every major city. But the guidelines for what kind of equipment and other things are available for sale in a random village that the party might come through, and how much of their treasure hauls they will be able to sell there always seemed like an interesting idea to me. You can’t sell off a dragon’s hoard in some remote village, and you won’t be able to quickly recruit a hundred mercenaries and have them decked out with plate armor in a small town, even if you have the money to pay for all of that.

I am currently working on a West Marches inspired campaign concept in which the players would grow the local frontier economy with the treasures they haul up from ancient ruins, and in the process more rare and specialized items and services would become available in the growing villages in the area. Since the plan is to make it a D&D 3rd edition campaign, using the DMG’s guidelines is as good a start as any. To make tracking of how much of the local stocks of various items the players have already bought up, and how much of their treasures they will be able to sell before they might have to make a trip to the big city where the major buyers are, I put together a spreadsheet that automatically does all the calculations that the DMG suggests.

Economy Engine v0.2 (.0ds)

Economy Engine v0.2 (.xlsx)

The only thing you have to do to get the entire store inventory list for any settlement is to enter the population size at the top. It then automatically sets the correct gp limit and calculates the asset values, and then uses those to determine which items are available for sale and how many of them are in stock.

Because I want to use this for an open table campaign where players might have several characters and there might be a number of different parties going on their separate adventures at different times, which might have very different uses for certain items, I made the Economy Engine with an option to keep track of how many items of a type are currently on stock, based on what players have bought, as well as what they have sold. And the sheet also calculates how this makes the cash reserves of the local businesses go up and down.

I’ve put all the equipment lists from the Player’s Handbook into the sheet, but I would recommend to either delete or just hide all the rows with items that are not produced in the setting of a campaign. New rows can be added to the list and nothing should be caused to break from this. You just have to enter the name of the item and its price in gp. The other rows look empty, but will automatically be filled in once you have the price typed into the B column. The formatting goes down to row 1000, and even with just the most very basic spreadsheet skills you can extend the formatting further down as much as you want if you should need it.

I really don’t know if anyone still has any use for this tool 17 years after the game ceased publication. But I made it for myself, it’s really easy to use, and it doesn’t take up space. So have it.

I updated the files to v0.2 because the code for tracking current stock was completely borked. This is also now properly attributed with a Creative Commons Do Whatever You Want License.

The Game of my Imagination

As far as I am able to tell, I started working on a concept for a fantasy setting that eventually developed into Kaendor in its current state at least 15 years ago. For most of these years, it’s been my primary hobby and I surely must have spend well over 10,000 hours on it by now. I’ve run five different campaigns in various versions of the world so far, but I always felt like the things that make the world so special to me did not really come through in the adventures that the player’s got to experience. From what I remember, I always fell back on well established, conventional D&D adventure setups, and the players probably did not see much of a difference.

I have come to think that one probable cause of this might be the fact that the mental images that I am dreaming up about Kaendor are not exactly gameable content. What I am seeing when I am thinking about what my perfect fantasy world would be like are primarily stunning environments, but also fantastic creatures and interesting cultures. But what I am not really seeing in my imagination are stories, characters, or events. Amazing lairs for great monsters or villains perhaps, and even really cool setups for exciting fight scenes. But I never really had any success coming up with interesting people, hidden plots, grand designs, or escalating conflicts.

The world that is emerging from my imagination and creativity is one that would be stunning to behold, and perhaps fascinating to read travel guides about. But that’s not exactly gameable content. Not if the kind of gameplay I am interested in is about descending into dark and dangerous places and facing off against strange and terrifying beasts. Gazing out over a magnificent landscape from the porch of your comfortable little hut is not a game or an adventure.

I think if I would ever get bored with this RPG stuff, I would make a much better fantasy painter than a fantasy writer.

This has been my desktop background for most of the last 20 years, on at least six different computers.

However, I’ve been thinking last week that perhaps there could be forms of fun and exciting adventure play that still draw upon those aesthetics and sensibilities that are fueling my imagination. And I was quite surprised by the amount of engagement that my idle thoughts on the subject got on Mastodon. And so here we are, with a more in depth explanation of the general ideas I have been entertaining.

A Campaign Aesthetic

The core sensibility that is underlying the entire worldbuilding for Kaendor is the idea of being in this vast world of barely explored and largely uninhabited wilderness, which is full of amazing and alien creatures that are different from the generic European and North American wildlife of typical fantasy worlds. The forests and mountains are covered in grand ancient ruins that hold great magical wonders and mysteries. The world is wild and rugged and dominated by powerful natural forces, but also quiet, timeless, and pleasant. I guess you could say, romantic. A fantasy of a world that is simultaneously exciting and peaceful.

This is not an aesthetic that lends itself to complex intrigues or sprawling conflicts that cover the world in war and threaten it with destruction. But that doesn’t mean we can’t be exploring treacherous ruins and battling with leathal monsters. Taking stupid risks to discover something magical, and to take on great tasks to establish a place of quiet comfort in the middle of a rugged wilderness are spot on for the core ideals of Romanticism.

And I have in fact come across at least two cases where people have managed successfully to create engaging games that are catering to these very sentiments. The survival sandbox videogames Conan Exiles and Kenshi. Yes, the world of Conan is hyper violent and filled with manly men doing manly things. And manly women doing manly things. And the planet Kenshi is violent post-apocalyptic wasteland. But even with all the blood and grime, Sword & Sorcery and Wasteland Fiction are still fundamentally expressions of Romanticism.

Now both of these games gain a lot of their aesthetic payout from their visual presentation. Even though their graphics aren’t anything special, their visual design can often be gorgeous. This is something that obviously doesn’t translate to the medium of roleplaying games. No matter how much GMs might want to indulge in flowery environmental descriptions. But I think one of the key gameplay elements of both Conan Exiles and Kenshi that appeals to the romantic ideal is the construction of completely custom build home bases in nearly any spot you might want to pick. It’s the fantasy of carving out your own little corner of the world where you can shape everything exactly to your personal ideal. But for that you first have to acquire the resources that are needed to construct those buildings, and to neutralize the threat of dangerous creatures and hostile neighbors that also roam the area. And it’s in these encounters with the other actors that stand in your way of having the house of your dreams and enjoying it in peace that you can have the most amazing adventures. Adventures that are not scripted stories about uncovering the cool things some of the GM’s NPCs have already done, but instead constantly evolving sequences of making choices and dealing with the consequences of those choices. The kind of emerging stories that RPGs are uniquely capable of telling. The kind of adventures where RPGs as a medium can really shine.

I could talk for hours about my earliest adventures in Kenshi, which are some of the greatest experiences I ever had in any kinds of games. How two of my guys got separated from the rest in a bandit ambush and were spending the entire night hiding in a ditch with broken legs, only meters away from where the bandits had set up their campfires, blocking the narrow mountain pass to the stronghold where their friends had found safety. Or how the gang was desperately trying to finish the wall around their first compound before a group of approaching raiders reached them, only for the concrete mixer refusing to work because the previously constant winds had completely died down and the lone wind turbine refused to spin. Or how the compound later changed hands between my gang and bandits seven times, as each side was able to kick out the current occupants and chase them into the desert, but then was too beaten up to hold it when the next assault came.

And those are just the ones that happened from random encounters with the lowest level enemy type in the game, still within site of the starting town.

Dungeons & Dragons has toyed many times throughout its history with the idea of higher level PCs establishing their own stronghold in the wilderness. While a very cool sounding idea, from what I heard from people who played a lot when this mode of play was featured prominently in the rulebooks, this apprently saw only very little actual play. Many reasons have been hypothesized for this, but the most compelling sounding ones focus on the fact that the idea was to switch play from dungeon crawling to domain management, and that this was a switch that would be rather sudden, but also only very late in a campaign. And I think it wasn’t helped either by the rules for running a domain being a single player undertaking rather than a group activity as the dungeon crawling play.

A Campaign Structure

A good home base system should become part of the gameplay fairly early on in the campaign. It should supplement rather than replace the expeditions into the strange and dangerous wilderness, and it shouldn’t mean the end of the players playing together as a party. But I also think that the idea of becoming a ruler and dealing with government work and managing taxes doesn’t really appeal to the romantic fantasy of establishing your personal dream house overlooking the landscape.

So I am proposing a different kind of campaign structure that might work better to accomodate and evoke the themes I outlined above:

The PCs are individuals who for one reason or another chose to leave behind their old homes to seek their fortune in the borderlands, on the very edges of the lands that are explored and settled. These borderlands are a fairly conventional sandbox with a lot of old ruins and monster lairs scattered around. Theres both gold and silver to be found and ancient magic items and forgotten spells. New magic items can be made, but the process is complicated, slow, and expensive, which makes the dangerous activity of recovering lost items a worthwhile undertaking. Searching for magic items should be the main premise of the campaign, and the default activity for players to engage in if they don’t have anything else that is demanding their attention right now.

So far, so ordinary. But what I am thinking is to set things up in a way that establishing a permanent home base, and perhaps aditional base camps, somewhere in the sandbox would make the searches much more efficient. Places to store supplies. To safely lock away your money. Where you can produce the tools and other equipment that you’ll be using on your expedition. Where you can stable your pack animals and house your hirelings.

Exploring ruins in the wilderness is the main hook. But establishing a base should become a highly attractive measure to pursue that primary goal. Typically, that base is assumed to be a small castle staffed by the PCs’ hirelings. With settlers being recruited to set up farms nearby, whose tax payments will support the castle’s expenses. But you can really only have one lord who rules the domain, and theb you’re also required to deal with administration.

But it doesn’t have to be that way. Instead, the home base could also be a village. Potentially a quite dispersed one. Simply by making the surrounding area more secure, the players could make the village more attractive to new settlers. And as the settlement grows in size, new services become available that the players can use. Animal breeders to increase the amount of pack animals that can be bought in any given time period. Potion makers who sell potions. Sages who can help deciphering clues about undiscovered treasure hoards. And of course an increasing stream of hirelings that can be recruited. Players can then each pick individually if they want their PCs to build some grand villa, or instead live in a shack half an hour away from the village square.

And that’s about all that I got so far. Not terribly much yet, but I think it’s a direction that might be interesting to explore.

A Game for Noobs

I just saw a post by Xaosseed about the ongoing GM shortage crisis in RPGs, and immediately thought that this shortage has now been going on for probably 50 years.

My view has been for quite some time that the biggest barrier to entry for learning how to run an RPG is the fact that you first need to have mastered the majority of the rules before you can start giving it your first try. And I think most people who are looking at the prospect of running a game themselves are having Dungeons & Dragons before their eyes. The game with the three big tomes that I think come out as about 1000 pages in total. One of the games that doesn’t really have a game structure or any procedures to follow. D&D is an awful game to first try learning gamemastering with.

I think one thing that the RPG world could really use would be a simple system that is specifically designed to be easy to run for new GMs who have never run a an RPG before, and maybe even never played an RPG before. Which also would be a game that is easy to learn for players. And it should be specifically marketed as such.

The first priority would be for it to be a system that has relatively few rules and mechanics that GMs and players would have to know. It should be a short rulebook, simply on the virtue of not looking daunting to people who feel they have no clue what they are signing up for. But also, we would want to minimize situations where the new learning GMs have to interrupt the play to look up the rules for how something works. What we would want to teach is not how to manage mechanics, but how to conduct play. Which is the skills that we would want them to learn and that they could transfer to whatever game of choice they want to switch to later.

The game should have a very clear adventure structure and procedures for play. Instead of a game where players can play anything and do anything they can image, limit it to a clearly defined scope in which the overall goals are clear to both players and GMs. Provide templates for how adventures can be prepared and set up that GMs can fill in with their own content.

Also the game would have to be designed to work best for fairly short campaigns. Assume that a campaign might run for three or four adventures and that will be it. That might be enough for a lot of people completely new to RPGs to feel like they have a basic hang of how to play and run an RPG, which then will make it much less daunting to start a new campaign with a much bigger and more complex game. And again, it should be presented as such. It does not have to be a cool game that experienced players need to feel excited about to play it. If it is clear from the start that the goal of playing the game is not to be start of a great new campaign, but to help a new GM get some practice at the basics of running the game over the course of just a month or so, I think a lot of longtime players would be totally up for it. Even if that noob game is not what they actually want to play as their own game of choice.

As a consequence, the game would not need to have much replay value. If you’ve seen anything the game has to offer after four adventures, that would be fine. It would be perfectly okay to get bored with it very quickly.

I don’t have any clue how to make such a game. But I think it could be really great to have something like that. It wouldn’t even have to compete with D&D. It could simply be very successful as the thing you play to prepare for playing D&D.