Well that IS slightly worrisome then.

If I create a "standalone" campaign filled with scripting to trigger traps, lighting, special effects, encounters, discoveries, ALL manor of things and those scripts are "disabled" or stripped out in GM mode -- it will virtually destroy such a campaign and make it nearly impossible to do in GM mode.

Rather than "enhancing" a campaign, I would be relegated to remembering and attempting to re-create every special event in real time.

Sure would be nice if some DETAILED information and/or documentation would become available SOON.