Dragging RPG Modules Kicking and Screaming into the Interactive Light
The problem with Print or PDF RPG modules.
The main problem is linear (straight line processes).
Linear thinking
Linear story
Linear writing
Linear presentation
All print and PDF RPG modules are forced to present their content in a logical format of a start point and an end point and the progression in written form has to be a straight line even though the story may jump to different scenes, locations, story information, NPC's or creatures.
Unless the Game Master has an incredible memory, the GM is forced to constantly flip or move back and forth through the media to find the scene information that is suddenly needed.
This breaks immersion and slows down the adventure and can also make the GM feel bad for the delays related to not knowing every nuance and detail of the adventure off the top of their head.
Role-Playing Game adventures are not linear like this in the least. Sure, the story is expected to vaguely progress along a certain timeline but all the side bits, mini-quests, story progression choices, and most of all - player choices, will ensure the adventure will not follow a nice straight path.
To the frustration of GM's everywhere, modules have had no choice but to be presented in this clunky media format.
This is what my EAS (Emergent Adventure System) hopes to eliminate by using interactive elements that allow the GM to not only expand how they think, present or sell their adventures but also change how they like to run prewritten modules.
I will be at Congregate in a week to GM an Escape Room style module presented in my Emergent Adventure System (EAS) format.
Do You Open The Door?