While I didnt make a game, I wanted to mention that you could practically make a full fledged 30 hour RPG within these limitations.
(more like dragon quest, not so much a cinematic game, like final fantasy)
Each event can go upwards of 99 pages.
Each events page can have multiple possible outcomes depending on variables/switches.
you can swap events from one location, to another location, essentially reusing the same event, over and over again.
The only real issue I see here, is the lag it causes, having a large map equate so many other maps. (With a tile set to show as many different types of terrain as possible within the limits given. And using maze like dungeons, rather than puzzle solving dungeons)
You also have to limit how many NPCs you can see on the screen at once, so you can drag the same event NPC around repeatedly, rather than having 2 NPCs on the screen at once. (Which can still be done, as long as u made room for it.)
Progress the story with a variable. When u start a quest, make the variable change to 1, when u progress again, change to 2, and so forth.
When you are at certain positions on the map, the game teleports an event closer to you, such as teleportation events, NPCs, or chests.
Id keep all "Types" of events on the same page, with a conditional branch that checks to see which variable/switch you're using, to determine what you want the event type to do.
Example, on page 1, its most town NPCs who dont progress the story. Page 2, is NPCs who progress the story. Page3, most treasure chests, etc.