Core Mechanics
In Mausritter, a character mouse has their three stats, HP, luck, money, and inventory. Their actions are completely defined by these things. If we want to know if a player can do a thing, we check first if they have the inventory, and if doing the thing might have a negative consequence, a saving throw.
To build a meaningful module for Mausritter, it should function this way. Things that fall outside these mechanics probably aren't a good fit for the game. For instance, a warband is just an aggregate of a person. Does that work for a town? Does a town have dexterity? What about a faction?
Towns can certainly have money and inventory. If strength is just 'the distance from death' a town certainly has that, but does a town 'lift'?
I've been a long time advocate for the game loop but it was only recently that I realized that there is a core mechanic behind this game loop, and seemingly unrelated things also had to map to it.