Time to Stop Designing Adventures
2026 Is the Year I Stop Designing Adventures the Old Way
As 2025 wraps up, I don’t really want to do a victory lap about releases.
I want to talk about what quietly broke for me this year.
Not my creativity.
The structure of how I design adventures.
When I launched Do You Open the Door? this year, my north star was pretty simple: make adventures that make the Game Master’s job easier.
I thought that meant:
+Digital-first design
+Clear layouts
+Layers of info that actually made sense
And that stuff helped. But as I kept going, I realized I was still building with an old mental model:
I was still designing adventures like stories with paths, instead of situations with pressure.
For decades, most TTRPG adventures have been written as stories about play rather than tools for play. Even really well-written modules still quietly expect the GM to:
+Guide the table down a mostly linear path
+Memorize key details
+Flip pages and cross-reference sections
+Track invisible timelines and motives in their head
All while running a group of humans who gleefully break everything
We’ve kind of accepted that friction as “just part of GMing.”
In 2025, I stopped accepting that.
The Problem I Couldn’t Ignore Anymore
No matter how polished an adventure was, it still did the same few things:
+Asked the GM to remember what actually matters
+Hid consequences, clues, and key info several pages away
+Treated improvisation like a talent you either have or don’t, instead of a supported process
+Presented information in a linear way for fundamentally non-linear play
And even sandbox adventures often boiled down to:
“Here’s everything. Good luck.”
That’s not empowering the GM.
That’s just offloading all the cognitive load onto them.
It turns “running a game with friends” into “juggling a spreadsheet on fire.”
What Changed in 2025
This year, while I was building and stress-testing adventures, I started asking a different question:
What if the adventure helped the GM instead of memory testing them?
That shift pulled a lot of other things with it:
+Situational design started replacing plot structures
+Escalation started replacing scripted pacing
+Context started replacing page references
+Interactive delivery started replacing static documents
And eventually…
…it stopped being “a neat idea for one adventure” and became something bigger.
Introducing the Emergent Engine (Launching in 2026)
Starting in 2026, all new adventures I publish will sit under a single model I’m calling The Emergent Engine.
This is not:
+A new rules system
+A storytelling theory
+A replacement for your creativity as a GM
It is:
+A situational adventure framework
+A cognitive-load-aware method of designing for GMs
+A method for publishing adventures that are run-first, not read-first
+A design approach that’s meant to actually increase GM creativity at the table
At the core, the Emergent Engine treats an adventure as a living situation, not a fixed story:
+Actors (NPCs) with real motivations and plans
+Locations with leverage, tension, and things at stake
+Pressure systems that move forward whether the players act or not
+Consequences that surface when relevant, instead of being buried in paragraphs
There’s:
+No required plot you must hit “in order”
+No “correct” sequence for GM or players to follow
+No memory tax where you’re punished for not remembering page 7 during scene three
You don’t win by having read everything twice.
You “win” by running the situation honestly and letting the table guide the direction.
Why This Matters Going Into 2026
We’re heading into a year where:
+More people want to GM, but fewer people are interested in homework
+Attention is shredded by life, work, and everything else
+Tables are more varied in tone, style, and play expectation than ever
+Digital tools are finally good enough to support how GMs actually think and prep
The Emergent Engine is my answer to that moment.
It’s about:
+Reducing GM cognitive load by design, not as an afterthought
+Making improvisation easier and safer, not scarier
+Letting the table drive the story, not the text
+Treating adventures as decision engines, not pre-written narrative paths
If the adventure doesn’t actively help you make decisions in the moment, then it’s just lore with ambitions.
What to Expect in the New Year
Starting in early 2026, you’ll see:
+New adventures released under the Emergent Engine model
+Clear, practical explanations of how to run situational play with confidence
+Interactive-first presentations (no PDFs to scroll through mid-session)
+Tools, diagrams, and GM-facing structures built specifically for real-time play, not bookshelf reading
I’ll also be sharing:
+Design breakdowns of actual adventures
+Before/after comparisons of “classic” layouts vs. Emergent Engine layouts
+Why this model works for both brand-new and veteran GMs
+Ways to adapt these ideas to your own adventures and homebrew worlds
My goal is that you can steal as much of this as you want and plug it into your own prep, even if you never run one of my adventures as written.
A Quiet Promise
I’m not trying to chase trends or invent a new buzzword.
I’m trying to remove friction.
I want my own GMing to feel lighter and more responsive. And I want your Game Mastering experience to feel the same: supported, not tested.
So 2026, for me, is about building adventures that:
+Respect your attention
+Support emergent play at the table
+Actually work in the moment, not just read nicely on the page
If you’ve ever sat behind the screen and thought:
“Running this adventure is harder than it needs to be.”
then this next year is for you.
More soon.
Todd