An idea to make questing more enjoyable and dynamic.
Keep quest as they are for scaling and such, however as a character advances and takes form the quest he is given should be more geared to his/her play style. At the start of. Hearthlings life the quest should be general to help new players learn the basics. However, lighting a fire and clapping at a tree gets old after the first couple of times. Let’s take a page from the book on how credo quest work. Instead of random quest types give a character based on their stats. For example I’ve made a list of some ideas. Stats only include the skills values like unarmed and masonry, not attributes.
Unarmed-
“Unarmed attack” a “animal”
Kill a “animal”
Raise “str, agi, or con”
Win a fight using “unarmed stance” for majority of fight
Craft “unarmed combat related object”
Melee-
“Melee attack” a “animal”
Kill a “animal”
Raise “str, agi, or con”
Win a fight using “melee stance” for majority of fight
Craft “melee combat related item”
Marksman-
Put an “type of arrow” in “animal”
Kill an “animal”
Craft “marksman related item”
Make a bullseyes
Raise “perception, agility”
Exploration-
Forage “foragables”
Find a scent of “crime”
Track a scent of “crime”
Craft “exploration related item”
Raise “perception”
Stealth-
Commit “some crime”
Raise “int”
Craft stealth related object
Sewing-
Craft “clothling”
Create an artifact of “type of artifact”
Raise “dexterity”