Putting this here rather than in the Incubator to toss the idea around some first and see if somebody is interested in running with it - then that person can make the Incubator 
Goal: Provide a game-mode called "Scenario" that swaps from picking modules via the "Mods" button to instead pick a scenario from a similar list. Actual scenarios would be packaged like modules but come with a list of mandated normal modules, possibly a saved world, and maybe stuff like objectives, introductory back-story, in-game story, and so on.
Been playing a bit of Battle for Wesnoth to test out Android gaming and I'm impressed with how well the missions there work out. Likewise Dungeon Keeper was big on its campaign too, and they're certainly not alone. This seems to be like something big that's missing from the more sandboxy voxel-verse. Plenty of Minecraft players prep interesting worlds they then send to their friends to try out, but you really need to be able to constrain the player to make sensible scenarios (and to share/score them well).
For us that might mean making the player unable (or really slow) at destroying/placing blocks, while maybe creatures can do it on command. Predefined world is a big deal, as is activating specific modules. We could actually make a primary campaign related to real game lore like SuperSnark has tried to lay out a bit of now and then. But rather than it just being words you could play some of it out in-game. Maybe with some named creatures that gain skill with you and transfer between missions. Or the world area just expands as you complete objectives. Who knows?
Could also do goofier things like Tower Defense. Main point being that everything is predefined by the scenario author - which can include custom modules
Initial coding requirements would include:

Goal: Provide a game-mode called "Scenario" that swaps from picking modules via the "Mods" button to instead pick a scenario from a similar list. Actual scenarios would be packaged like modules but come with a list of mandated normal modules, possibly a saved world, and maybe stuff like objectives, introductory back-story, in-game story, and so on.
Been playing a bit of Battle for Wesnoth to test out Android gaming and I'm impressed with how well the missions there work out. Likewise Dungeon Keeper was big on its campaign too, and they're certainly not alone. This seems to be like something big that's missing from the more sandboxy voxel-verse. Plenty of Minecraft players prep interesting worlds they then send to their friends to try out, but you really need to be able to constrain the player to make sensible scenarios (and to share/score them well).
For us that might mean making the player unable (or really slow) at destroying/placing blocks, while maybe creatures can do it on command. Predefined world is a big deal, as is activating specific modules. We could actually make a primary campaign related to real game lore like SuperSnark has tried to lay out a bit of now and then. But rather than it just being words you could play some of it out in-game. Maybe with some named creatures that gain skill with you and transfer between missions. Or the world area just expands as you complete objectives. Who knows?
Could also do goofier things like Tower Defense. Main point being that everything is predefined by the scenario author - which can include custom modules
Initial coding requirements would include:
- New sub-dir akin to "mods" (or going straight to a repository-based dependency manager)
- The ability to include a saved world as an asset
- Module dependencies (also becoming needed for miniions now)
- Probably an option in the main menu in-game to convert the running game into a scenario (easiest way to provide a saved world and a set of modules)