Quoted By:
Mechanical depth to quests is one of things I continually try to strive for. I think there is an important cross axis of mechanical depth and "fiddliness" along with more traditional story or choice driven outcomes to choices. Despite /qst/ only supporting simple die rolls, I think this is more then enough mechanical depth for pretty much any game, as any randomizer element can be stretched pretty far.
In my next project, which I don't want to give away too much, I'm striving towards reducing the randomness aspect and making the mechanics more like board-game mechanics over tabletop mechanics. To me, there is a special and distinct difference between them; in a tabletop game, a "Wizard" is a bundle of stats and abilities with different roll modifiers and may have a few spells or unique powers, but these are confined to game-ish systems in lore and universe building; where as in a board game a "Wizard" would just be a player token that can do like one or two special things, and yet given the confined space it can very easily FEEL much more special and unique then the bundle of stats and more narrative/simulationist methods of tabletop games. Like I'll take playing the generic outdoorsman character who can navigate through the woods with 100% accuracy and choose what they find there like in Talisman any day of the week over playing a DnD Ranger which is a bundle of spells, animal companion, bonus attack feats, etc. Even if they function identically the same, I think one is more interesting and evocative then the other.