For SOTW I did it that way because it was supposed to be a more difficult game, since I got some complaints that Loren even in Hard mode was too easy. But here comes the biggest dilemma of game developers... who is right? is it a vocal minority? etc. It's impossible to know if even 10 people posting in forums "game XYZ is too hard" justify changing things.
Because I like to experiment (I never reused the same framework for two games, I always heavily modified it) with SOTW I decided to do that. In roguelike or harder games in general, you learn by your mistakes. Initially I didn't even want to say "you have X days before next plot scene", because in life you don't know beforehand how much time you have to do something (unexpected things happens). But then I thought maybe was too hard, so I added that indication, which probably was a mistake, or misinterpreted: was like telling people "hurry up ! clock is ticking! etc" which for most players was a big turn off.
Loren 2 will be very similar to the first game, in the sense that there will be a plot but you can decide what to do. You want to stay in town and do 150000 city tasks? fine
Maybe I'll add some time / level limit only in Nightmare mode, but otherwise I won't force player to do anything.