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So maybe you mean to ask "how procedurally-generated is it?" To which I'll answer that most of the individual things included in these scenarios are bespoke, meaning that the stories you'll discover are very intentionally crafted. You won't find street corners or oceanside piers inside the mansion for the sake of "random." You won't find the butler at the warehouse because an algorithm put him there.
What you should ask: how many different ways could they build a mansion that is fun to play? Apparently the answer was 4-6, at least in the first scenario it was. I do think they could make a procedurally-generated mode with a choice of generic objective, but that's not what this game is all about.
I played the 1st scenario - Cycle of Eternity about 5 times and am happy to report that the layout of the Vanderbilt estate varies. In one particular scenario, I had to use the outdoor tiles from MOM1.
I played the Shattered Bonds scenario 3 times and there was also a nice change in tiles and monster deployments. Including the use of the massive Lobby tile from MOM1.
That said, I found that in all my playthroughs, (about 14 games in all) I have not yet seen any variety in the winning objectives for any of the scenarious. In this aspect, MOM1 tops MOM2.
2n scenario has only 1 setup.
I have the opposite issue. I use Mansions of Madness to introduce new players to "big box board games". I find the "Lobby" layout in the tutorial mission to be more intuitive than the "narrow hallways" variant. It would be nice if we could get a preview of which layout will be generated, or a way to force one layout over another. It's not a big deal to quit out and try again, but that means players must dump their assigned inventory with each retry.