ABA Inside Track: Bonus Episode 39 – Our Therapeutic RPG Demo
Podcast: ABA Inside Track
Date: February 20, 2026
Episode Theme: Demonstrating the Use of Tabletop Role-Playing Games (TTRPGs) as a Therapeutic Framework in Behavior Analysis
Overview
This special bonus episode of ABA Inside Track offers listeners a practical demonstration of how tabletop role-playing games (TTRPGs) can be adapted as an engaging framework for developing and practicing therapeutic skills in behavior analysis. Building on concepts discussed in Episode 335, guest Danielle Yang (BCBA, Fantasy Frameworks Therapy) returns as Game Master to guide hosts Rob and Matt (both BCBAs, with Matt also a school psychologist) through a mock group skill-building session. The episode focuses on experiential modeling, highlighting intervention targets like frustration tolerance, acceptance of failure, and behavioral pivoting using BST (Behavior Skills Training) embedded within TTRPG scenarios.
Key Discussion Points & Episode Structure
1. Setting the Stage and Rationale (00:13 – 07:01)
- Introduction & Purpose: Rob introduces the session's purpose: to show listeners what a therapeutic RPG skills group could look like for practicing skills such as acceptance, problem-solving, and BST embedded in engaging, narrative play.
- Guests: Danielle (the Game Master; experienced in clinical TTRPG use) and Matt (school psychologist/BCBA interested in TTRPGs for social and life skill instruction).
- Therapeutic Structure: Danielle lays out the plan:
- Session builds on previous work (deep breathing for frustration tolerance).
- This week: Accepting failure and pivoting to alternative options.
- Reinforcement: PowerPoint system—points for using target skills, natural consequences for problem-solving, praise as reinforcement, fading reward for previously mastered skills.
- Use of in-character BST and in-game/non-game prompting.
- Masked trials via game encounter design (e.g., "Tunnels of Traps").
Notable Quote
“It can make it more immersive, make it more memorable. So we are going to model that. We're going to do BST and then we're going to do some masked trials because Tunnels of Traps...will give us a lot of mass trial opportunities to tolerate failure and try other options.”
— Danielle [05:06]
2. Character Creation & Game Start (07:01 – 08:53)
- Characters:
- Rob as "Nyx the Sorcerer" (problem-solving via spells)
- Matt as "Otto the Cleric" (healing, support, seeking personal growth)
- Narrative Context: Characters are preparing to traverse the "Tunnels of Traps" to retrieve a lost tome, each with their own motivations that reflect the real-life therapy targets (frustration management, flexibility, collaboration).
Notable Moment
“...we just kind of go through with, with a dice system and with these reinforcement systems and everything.”
— Danielle [06:47]
3. Therapeutic Encounter: In-Game BST & Problem Solving (08:53 – 14:21)
- Mentor NPC: The sage models BST in-character, giving instructions on deep breathing, observing, and pivoting after failure.
- First Challenge: Sage puts Rob/Nyx in a headlock as a teachable moment for tolerating failure, adapting, and choosing new strategies.
Notable Quote
“True failure is not having something you tried be unsuccessful. The true failure is ceasing to try.”
— The Sage (Danielle) [09:23]
- Behavioral Mechanisms: Feedback, modeling, praise delivered both in and out of character; points awarded for skill use.
4. Tunnels of Traps: Mass Trials & Applied Flexibility (14:21 – 26:00)
- Challenges: Players encounter traps (pendulum axes), environmental obstacles (darkness, traps on ground), and must repeatedly use flexibility, accept failed attempts, and brainstorm new strategies.
- Behavioral Reinforcement: Real-time awarding of PowerPoints. Natural consequences embedded (e.g., getting trapped or damaged when skill fails, but immediately prompted to try alternatives).
- GM as Clinician: Pauses for educational commentary, describing how massed trials are worked into the game for repeated practice, prompting, and reinforcement.
Notable Quote
“I think you both just accepted that failure really well. So go ahead and write down a PowerPoint.”
— Danielle [18:05]
5. Unexpected Setbacks & Group Problem Solving (26:00 – 44:02)
- Encounter: Players run from a blind cave troll, only to fall and trigger more failures (tripping, stumbling) — provides naturally occurring opportunities to reinforce skill use and acceptance.
- Complex Challenge: Enter a mushroom-people village; attempts at direct problem-solving are misunderstood or escalate conflict (e.g., accidental “ghost” myth trigger).
- Prompting and Generalization: GM uses increasingly overt prompts, in and out of game (e.g., a whisper on the wind echoing the Sage, direct reminders of skills).
- Emphasis on Flexibility: Trial-and-error with verbal communication, then brainstorming alternative movement (jumping, spell use, creative teamwork) to solve spatial puzzle without harming NPCs.
Notable Quotes
“I like your pivoting. Go ahead and take another PowerPoint, Rob. Couldn't quite tell if that was a full accepting of your failure or not...”
— Danielle [37:03]
“Try your master's voice.”
— The Sage (as a magical prompt) [38:30]
6. Skill Generalization, Success, and Post-Session Debrief (44:02 – 52:12)
- Victory: Use of skills culminates in characters earning enough PowerPoints to unlock their “inner dragon” fire, solving the final puzzle and advancing to the next level of the dungeon.
- Metacognitive Reflection: Danielle (GM/clinician) explicitly cues players for real-life generalization, asking what lessons or strategies from the game they can apply in their own context.
- Client Responses:
- Rob: “If something doesn't work out, it's just like a game. I can just...roll again. I can try another thing again, and I can always do the breathing if I get stuck.” [49:38]
- Matt: “Yeah, I'm going to persevere. I'm going to try to be creative and rely on others to help out as well.” [50:13]
- Facilitation Commentary: Summary of where in-game prompting or direct instruction would fit, benefits of out-of-character praise, and natural fading of reinforcement.
Notable Quote
“It is very fun to play and be. And be imaginative, especially in these sorts of situations...”
— Rob [57:56]
7. Framework Flexibility & Practical Tips (52:12 – 64:29)
- BST Adaptations: BST (instruction, modeling, rehearsal, feedback) can be delivered in-game or out-of-character, flexibly as needed for engagement.
- Session/Encounter Design: Start with therapeutic targets (SD, reinforcer, skill), then wrap in narrative/thematic context. Facilitation techniques can be as hands-on or collaborative as needed.
- Client Considerations: Discussion of character selection, narrative framing, use of prompts, narrative pacing, and managing overgeneralization or undergeneralization.
- Skill Progression: Gradually fade massed practice and artificial reinforcement; increase complexity, intermix skills, lean into more natural consequences as clients progress.
8. Generalization, Client Participation, and Play Styles (64:29 – 63:04)
- Promoting Generalization: Incorporate client input, allow narrative co-creation; encourage connection between in-game problem-solving and real-life challenges.
- Play Styles: Acknowledge and adapt to client preferences—some may prefer in-character immersion, others more detached narration; both are workable with appropriate behavioral targets.
- Therapist Tips: Use familiar tropes, pull from video game culture for accessibility, adjust structure as appropriate for group or individual needs.
9. Resources, Continuing Education, and Closing (64:29 – End)
- Professional Development: Danielle offers a 10-week CE course for clinicians on integrating TTRPGs in behavioral therapy.
- Contact Info: Encouragement for practitioners to reach out for collaboration, sharing of resources.
- Closing Thoughts: Affirmation that this is just one practical example—therapists can customize and creatively adapt TTRPGs for a wide range of clients and behavioral goals.
Memorable Quotes & Timestamps
-
“True failure is not having something you tried be unsuccessful. The true failure is ceasing to try.”
— The Sage (Danielle) [09:23] -
“I can always get another roll. That's beautiful.”
— Danielle [50:02] (responding to Rob’s insight) -
“If something doesn't work out, it's just like a game. I can just...roll again. I can try another thing again, and I can always do the breathing if I get stuck.”
— Rob [49:38] -
“It is the tool you make it be.”
— Danielle [61:06] -
“There's something about when you are playing a game...skills feel more fluid in this sort of 'I'm playing the part of someone who's really good at these skills.'”
— Rob [52:12]
Timestamps for Key Segments
- 00:13 – Introduction, purpose, and guest intros
- 03:42 – Danielle explains session setup and the skills targeted
- 09:23 – Sage models BST and reframing of failure
- 14:44 – Pausing for in-game BST demonstration explanation
- 18:05 – Points awarded for accepting failure
- 26:00 – Cave troll encounter and problem-solving
- 37:03 – Problem-solving with mushroom people; failed charm and pivoting
- 49:38 – Debrief: real-life application of skills learned
- 54:01 – Commentary on flexibly prompting and BST
- 55:36 – Discussion of encounter design and therapist facilitation
- 64:29 – Danielle mentions continuing education resources
Conclusion
This episode provides a robust, engaging model for implementing TTRPGs in behavioral therapy, emphasizing flexibility, creativity, client engagement, and real-world skill generalization. It showcases the value of narrative, collaborative play for building meaningful social, emotional, and cognitive behaviors, and demystifies the process for clinicians curious about integrating games in their practice.
Resources Mentioned:
- Danielle Yang’s CE course on TTRPGs in behavior analysis (link provided in episode notes)
- ABA Inside Track episode 335 for underlying research discussion
Contact:
- Danielle Yang: Via her website or the email linked in episode notes
- ABA Inside Track: For podcast questions, feedback, or follow-up
“You can always get another roll.”
