- The quest structure contains a name and description, an optional deadline, and an optional XP/gold award; I realize rewards can be done via special nodes, but it didn't seem like a terrible idea to just make it a bit more convenient.
- The quest deadline can be absolute (must be done by day X) or relative (must be completed X days after starting it). Thus, the party structure keeps track of the day each quest was started as well as the quest's current status (which is one of available, started, completed, or failed).
- Of course, there'll be a special node to set quest status, and one to check quest status. It'll be able to set/test for any of the four statuses.
- A job board talk node, which runs through a specified subset of the quest list and picks four quests at random that have the "available" status, and offers those to the player. Thus, setting a quest's status to "available" could make it repeatable.
- Placed creatures in town can set a special node to be called when you attempt to talk to them. This is called before conversation starts and may be able to prevent conversation starting. It also works on hostile monsters (where normal conversation doesn't happen).
- I want to somehow have a way for job dispatchers to be angered if you keep failing the quests they give you, so for quests obtained from job boards there will be a way to track who gave you the quest.
Any thoughts on this? Or additional suggestions? Even without input, this design may continue to evolve as I go about implementing it.