What is EAS?

shadowed hand reaching for a wooden door
Do You Open The Door?

The goal of EAS is to make the lives of GM's easier when trying to run an RPG module.

EAS - Emergent Adventure System - a method of building RPG adventures using interactive tools to produce a dungeon adventure that is easier for a Game Master to use as opposed to standard print or PDF formats.

Print and PDF formats are not GM friendly especially large dungeon adventures. Rethinking how modules are designed can produce an interactive adventure that GM's can love, not just for the story but for the playability, for the reduction in stress at trying to find information.

EAS can produce a module that not only is targeted for the GM, that actually makes it easier for them to run a dungeon, thereby potentially increasing the playability of the adventure and increasing the general fun had by all.

What Tools do I Need to Build a Dungeon Module Using EAS?

EAS is not software or a design tool. It is an idea, a method, a workflow or system to create and design interactive RPG adventures that removes the burden of linear guardrails of print or PDF formats in dungeon design.

Besides a written adventure, the tools you need to bring are

  1. Any mapping or dungeon building software you are comfortable using that allows for creation and export of detailed maps.

I use Dungeon Alchemist.

  1. Any platform that allows you to drag-and-drop build interactive, interlinking content and pages that can contain layered information.

I use Genially.

What is the Advantage of EAS over Print or PDF?

The advantages of building interactive dungeons as opposed to print or PDF are many.

The best reason is, interactive elements are so much easier to give the GM the information they need, when they need it, without the GM flipping or scrolling through pages.

The GM should never be more than 1 or 2 clicks from the information they need and the ability to return to the information they were originally looking at quickly.

As an RPG designer your options open up when you move your thought process from a linear, flat print design to 3D mode of imagining how your module or story is assembled.

This leads to another major advantage of EAS over traditional print or PDF.

A Major Problem of Classic Print or Clickable PDF's is linear (straight line processes)

Linear thinking
Linear story
Linear writing
Linear presentation

All print and PDF RPG modules force the creator 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.

When running a game, 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 relevant.

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 railroad path.

To the frustration of GM's everywhere, modules have had no choice but to be presented in this clunky, linear 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 how they like to run prewritten modules.

Eliminating Large Text Blocks

EAS also seeks to reduce large text blocks where possible and move toward more graphical content for rapid reading cues and memory recall. The GM is more likely to have their game details memory triggered with a graphic element association than plain text.

Player Facing Content

EAS allows the GM to produce player facing content that is designed strictly for players to view and even interact with, bringing player interactions and involvement deeper into the game.

Players can interact with room objects, puzzles, traps, images and more.

Player content can be distributed digitally via download or through links to associated online material.

Deviations in Path Following

For GM's, EAS excels when players "go rogue". Due to the way information is presented and linked, jumping to another scene, location, creature or NPC encounter is fast and easy.

Every RPG Adventure is Designed as a One Page Map

EAS seeks to produce the ultimate in dungeon modules, The One Page Dungeon, where all module content is accessed through a single map.

GM's love the idea of a complete dungeon all contained on a single page. Many adventures have too much content to squeeze onto one page. Enter EAS, by using interactive design a single map can now contain multiple pages of written content, backstory, deep NPC details, creature details, and more.

The Writhing Depths is designed with 54 separate pages but it gives the GM the impression of a One Page Dungeon. And the order that I have the pages in does not matter. For example the last page, page 54, actually is a map and content that takes place near the beginning of the adventure. What matters is your menu system and linking.

The Writhing Depths was the first complete dungeon I designed utilizing all the basic ideas of EAS, but because my brain is still locked into old school PDF design, it still has a familiar old school module feel.

Layered Information

EAS utilizes the layering capabilities of interactive content. When a GM is looking at a map there are basically 3 levels of content density. Basic brief descriptions to remind the GM of critical information about a room. 2nd level information about a room or creature and then deeper 3rd level information such as NPC backgrounds, creature details and so on.

Detailed Maps Don't Need Detailed Descriptions

Build maps that are image content detailed and they describe themselves. The GM creator can reduce or eliminate text heavy "room descriptions" other than what might not appear on a map. Things like the 5 senses, feelings, etc.

A well designed and detailed map cuts out the time and space consuming "room descriptions".

Design Philosophy

You can bring your own design philosophy to setting up a module. Interactive design allows for much more creative design possibilities than print or PDF.

Inserting Media

All types of media can be inserted into the design of a interactive module or map. Maps with motion like water running or trees moving, audio, videos, gifs, and other common media can be included or accessed through a link.

Mobile Capable

It is possible to design dungeon modules that work on a phone. While I recommend using a tablet or PC to view, if you are careful and use limited text, you can put a dungeon adventure on your phone.

Solo Adventures

I believe that interactive modules will offer the best design choices for producing Solo Adventures. By being able to segregate data along with smart menu design, the module designer can allow for the solo adventurer to easily choose what type of information to reveal to themselves to advance their story.

These are some of the major advantages to following the EAS, GM creators will, of course, surprise me with their many creative interactive dungeon designs. I hope to see many wonderful designs.