ModalInput {
					
					title: 'Name your character',
					info: info,
					text: 'Aegorn',
					placeholder: 'character name',
					tag: 'input',
					type: 'text',
					abort: 'chars',
					buttons: [
					    { text: 'Cancel', send: '' },
					    { text: 'Suggest', send: 'suggest' },
					    { text: 'Accept' }
					]
				}
Almost done with a kitchen sink quest, which features giving the right answers to a mob, a quest item morphing from a prop to a nice reward at the end, combat with mobs spawned and bound to the questing character (so any number of players can do the quest in parallel, at their own pace), a corpse autopsy (of sorts), and becoming a member of a secret clique that is about to take a dangerous political stand.
In addition to quest lines like the above one, which will require a fair amount of coding skill, the quest system will support a number of more automated quest types, such as scheduled scavenger hunts, head hunts, area control, etc. A lot of the groundwork for those has been laid, and the idea is that numerous quests of each type would be easy to generate by just adding more static definitions.
One type of automated quest is ready to preview (screenshot below). You can read a set of quaint articles about the main city in your newbie guide, then take a multiple-choice test for experience, small rewards, and a special affect that raises your character's intelligence for several days. This in practice means that you can turn any kind of item reading / examination activity into a task with goals and rewards on par with killing stuff.
Question for the folks out there who know more about RP games than I do (which is, I think, everyone):
What are some features you would want to see baked into a modern codebase that can help with any RP game? I would imagine some clever ways to emote, and maybe also some easy ways to grant certain players elevated privileges to speak on behalf of, or control, mobiles. But some more concrete suggestions based on practical experience would be nice.