Module Roadmap

Modules are planned in public now

This page tracks the real module roadmap. Flexhaven Adventures is the active project, currently being developed as a sandbox region of Flexhaven City and its surrounding satellite locations. Time Prison and the Great Maze follow behind it in brainstorming.

Current development

Flexhaven Adventures

In Progress

The current module project, built as a sandbox region covering Flexhaven City and the surrounding satellite locations. It focuses on rival crews, public jobs, civic pressure, and repeat-play consequences.

The goal is a reusable adventure sandbox: a place for crews, districts, nearby routes, and recurring consequences to stay in motion across multiple sessions instead of resolving into a one-and-done storyline.

Use the city and nearby outlying locations as a reusable sandbox instead of a single scripted path.

Start each session with a concrete job, a live pressure source, and at least one faction that can complicate the reward.

Let outcomes reshape how districts, crews, and institutions react the next time the party shows up.

Roadmap View

Compare the module directions

In Progress

The current module project, built as a sandbox region covering Flexhaven City and the surrounding satellite locations. It focuses on rival crews, public jobs, civic pressure, and repeat-play consequences.

  • Use the city and nearby outlying locations as a reusable sandbox instead of a single scripted path.
  • Start each session with a concrete job, a live pressure source, and at least one faction that can complicate the reward.
  • Let outcomes reshape how districts, crews, and institutions react the next time the party shows up.

Brainstorming

Time Prison

A future module concept centered on temporal confinement, repeating situations, failed escapes, and the cost of learning too much too late.

  • Repeat situations with changed information, changed costs, and fewer comfortable options.
  • Make knowledge accumulate faster than safety so the table is always ahead of itself and behind the clock.
  • Treat every break, escape, or reversal as something that risks damaging time instead of merely bypassing security.

Brainstorming

Great Maze

A future module concept about hostile navigation, territorial factions, false solutions, and routes that are dangerous because somebody wants them that way.

  • Build landmarks that are memorable enough to become strategy, rumor, and bait.
  • Let alliances and betrayals shift around who controls a path, shortcut, or map fragment.
  • Tie the best rewards to the routes the table is least prepared to trust.