Well that's too bad. There was a hilarious moment where they put wings on a turtle :P Not getting that in a document.

I guess I disagree with their vision then. Seems like a serious, unnecessary limitation. Not sure why you shouldn't be able to make a GMable standalone campaign if you want to. Again, the more streamlined you can make lots of things, the easier it is for the GM to actually run the campaign and make more complex changes and interactions. Yes, I suppose it limits spontaneous things somewhat (e.g., you decide you actually DON'T want a bunch of enemies to appear at an ambush site), but GMs can still work around things like that by pausing the game or deleting enemies when they spawn (they run away from fear instead, you could say).

A more understandable reason is the complexity of integrating all the features of the engine into the GM mode. I don't understand why it would be that much harder to be able to add scripts and triggers to a GM mode map in the editor and activate those scripts ingame, but maybe there's some kind of technical limitation to the current GM mode.