IMO they could also simply look where exactly this 'miniature' world (themepark, but also very boardgame) is the most extreme (e.g. grove to goblins) and simply play around with multiplying those distances until it reaches let's 'x' times the distance visible on fully zoomed out. Whatever x they choose i don't care as long as x> than how it is now. Where this creates the issue of having to 'travel' trough tediously long empty stretches of map, they simply add little side quests/npc's that make the world feel alive and of which some incorporate elements of 'random encounters'. To appease the haters of random encounters, you make them skippable for meta-power gamers and speedrunners, but add a nice little flavour extra for those who complete them. Shouldn't be too hard to add stuff like wildlife&ranger kinda quest, b-tier enemies which can lead to a boss fight (enemies can respawn but no extra xp or loot, boss stays dead), add in some d&d class variety in these immersion filler things, and you also found a way to have class specific lore/mechanic introductions. (e.g. ranger could explain melee/ranged, hit% while hunting, even food). Not so sure why they seems so hesitant to upgrade their maps with something resembling a living universe, I think it can be done without interfering with their pre-set, table-top, style. I really don't see why, for instance the horned dude at the grove entrance can not have a relatively simple routine where he walks from gate to the map room...