Part of the issue with text-based games up until this point has been making emergent terrain. Since the 2D games are already doing this, it makes sense to import the tools there.
Instead of a Skein, each area is a point on a 2D grid. The grid randomly generates solid, water and floor tiles with simple 1x1 bricks. To figure out what an area is, you look at what type of tile it is, the magicsel of tiles of the same type attached to it, and what the tile in question is surrounded by.
So the first layer of this uses this system to declare region archetypes and the connections between them, for example if you're on a mountain tile and there's a mountain east then the east direction will display something like "the mountains continue to the east". You can maybe get a sense of the scope as well, pulling from the magicsel data.
Each region then generates a larger area based on coord seeding and content archetypes stuck together. I'm not quite sure how this works yet -- it might literally be a Skein or a smaller grid or possibly either/or depending on the region.
Interactable content then fills out the third layer, which is basically things you can interact with on each subtile.