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If you want to surprise players, you need to explore new options. Simple quests that ask you to got to some place and fetch an item, and bring it back to someone for a reward, are a well known pattern. Once you are done, you usually move on to the next quest, which is built on another well known pattern. We must handle things so that mundane actions can have unsuspected consequences. That medallion this old man wanted you to retreive may be some sort of token that allows its bearer to infiltrate a secret organization, and the organization members may not be happy to know that their medallion is now in the hands of their worst enemy. We want players to think twice before they get involved in a quest that looks trivial at first sight.