Working on a game module, I find myself looking for other forms of layout than the traditional style, as advanced decades ago by game companies.
It's been explained to me that I need to create a format that enables the DM to "quickly refer" to content on the module while the game is running. I think we all understand this. But I'm grasping that this quick reference necessity is a prime reason why modules are as simplistic, bland and two-dimensional as they are. Any adventure that is expansively complex, that does not fit the motif of move from point A to point B, and on to point C, will be hard to model using the format that's used for modules.
For example; if my adventure includes a considerable number of variables, such as, if the party does A, then B occurs, and if it does C, then D occurs; and if both B and D occur, then E occurs. And if E is followed by the party doing F, thus G, and the party does H, thus I, then how does what happened when the party did B affect the way that G interacts with I, leading to either J or K?
The reader may laugh, but in the recent module I'm writing, I have several such sequences that I find myself having to detail. This simply does not work easily in a linear-type layout that creates a numbered dungeon chart, with room descriptions. Nor is it capable of being handled by a DM who doesn't read and subsume the adventure before hand, instead deciding to run the thing on the fly, assuming that everything is cut and dry.
Leading to the question, isn't it wrong to expect better pre-written adventures, if the primary concern is that pre-written adventures don't require work to understand what's going on?
If you want a better adventure, then you have to forgo "instant reference" DMing. It is that simple.
The user still gets a hand up with regards to running a more complex game, as they don't have to make it from scratch. As I see it, however, I'm not writing modules for lazy DMs, because I'm not interested in writing the same old pap. I'm set to appeal to a niche market ~ which makes sense, as I can't hope to compete with the pulp mill of most game producers, who Are interested in quick reference play, because they're interested in mass marketing and mass purchasing. I'm not. I have far less overhead, for one thing, and I don't need to sell as many of something to do well.
I don't want to sell a lot of modules. I just want to sell the best ones.