So I'm thinking on the organisation of sidequests. The questboard has been an increasingly popular feature in the rpgs I've played. The benefits of this are clear; you know where to look and their organised. But do they become formulaic? In latter towns in these games I tend to just breeze in, look at the board and the objectives and accept 'em all without really paying attention to the background info (if any is even provided, which is rare)
On the other hand, npcs provide that personal touch, its not just 'kill so many monsters' or 'find this' there tends to be a because, and you have to pay attention to the because as it usually appears before the opportunity to accept the quest. But that means expecting the player to talk to every npc, and sometimes several times if the quest only becomes available after a certain event.
A compromise I'm considering is a hub for starting quests (kinda thinking like the PSO hunters guild) but having to finish the quest by meeting the npc that posted the request. But that actually just seems to incorporate all the worst elements of each system (all the impersonality with all the legwork) so what would you guys recommend? Have you come up with any distinct systems for this?