I've played a few modules on MP that, AFAIK, weren't designed with it in mind. I don't remember running into any problems.
I feel that SoZ-style modules where you play a full party are naturally more MP-friendly than those where you play a single protagonist. Hack n slash modules are probably better suited for MP than others types as well, but that's arguable.
PS: Nice screenshots, and the plot sounds interesting and less zombie-infested than most apocalypses these days.
Thanks!
No, I'm aiming for more of a climate-change pre-to-mid-apocalypse than a violent post-apocalypse: the sun's been burning out for a very long time, but the 'civilised' parts of the world are advanced enough technologically that they've only recently had to deal with the consequences of the problem. Now the rulers of the world have actually come out and said, 'It looks like we might struggle to sustain ourselves within a lifetime.'
And so in the midst of a lot of panic, the big merchant houses are packing up and heading south towards the equator, trying to buy themselves some time. So there's all kinds of practical conflict - effectively, it's a refugee crisis with a massive scarcity of resources - but bigger questions are also arising about the futility of it all vs. the possibility of hope.
I'm thinking quite a lot about Dark Sun, in terms of taking the standard D&D world and giving it just a quarter-twist due to completely different circumstances. So this is a world where paladins have become isolated ronin-like figures, remaining behind to protect the roads for the final stragglers, and clerics are setting off on desperate odysseys to track down their gods, and mages are gathering together for secret conclaves to pitch wild ideas about sending a colossal fireball into the heart of the sun...