I disagree that the game would be too empty if multiple scenes were allowed to be played on a single long rest.

In addition to triggering events to get some of these cut scenes also exist a location requirement: long resting in certain areas of the map will only play camp events associated with that area, and if you move out of an area before long resting, the camp events associated with that area won't play.

Removing the limit of the number of scenes that can play during a long rest, but keeping these location requirements, will still allow for meaningful long rests throughout the game.

For example, let's say you have 4 camp events queued up. 2x of these are Grove related events, while the other 2x are blighted village camp events. If you long rest in the grove, only the 2 camp events associated with the grove location will play that night. Then, in order to trigger the next 2 blighted village events, the player character would have to travel to the blighted village and long rest there in order to get them to play.

This system would still allow for a healthy staggering of camp events throughout the game, and if the player gets to a point where long rests are no longer triggering camp events, it could serve as an indication that they may need to explore new areas to further advance their game.