I think Mafia and ASH scripts could benefit from tracking the completion of all the council quests (not just the Island War). Some scripts currently hit questlog.php quite a bit.
That's complicated. Many quests have text that changes during the course of the quest. For instance a Pyramid Scheme...
1. Your father's diary indicates that the key to finding the Holy MacGuffin is hidden somewhere in the desert. I hope you've got your walking shoes on.
2. You've managed to stumble upon a hidden oasis out in the desert. That should help make your desert explorations a little less... dry.
3. The fremegn leader Gnasir has tasked you with finding a stone rose, at his abandoned encampment near the oasis. Apparently it's an ancient symbol of his tribe or something, I dunno, whatever. He's not gonna help you unless you get it for him, though.
4. Gnasir has asked you to prove your honor and dedication to the tribe by painting his front door black. A menial task to be sure, but at least it's not dangerous. Well, unless you're really allergic to paint fumes or something.
5. Gnasir seemed satisfied with the tasks you performed for his tribe, and has asked you to come back later. ... Okay, that's probably long enough.
6. For your worm-riding training, you need to find a 'thumper', something that produces a rhythmic vibration to summon sandworms. It's unlikely that we're talking about bunny rabbits here.
7. You need to find fifteen missing pages from Gnasir's worm-riding manual. Have fun!
8. One worm-riding manual page down, fourteen to go.
9 Two worm-riding manual pages down, thirteen to go. Sigh.
10. You've found all of Gnasir's missing manual pages. Time to take them back to the sietch.
11. You've earned your hooks and are ready to ride the worm. Literally, not in the South-of-the-Border sense.
12. One excitingly-described worm-ride later, you've found the little pyramid with the map of Seaside Town inside. Looks like you're going to need the Staff of Ed to get the location of the Holy MacGuffin's hiding place.
13. You've found the hidden buried pyramid that guards the Holy MacGuffin. You're so close you can almost taste it! (In a figurative sense, I mean -- I don't recommend you go around licking things you find in ancient tombs.)
COMPLETE: The mighty Ed the Undying has fallen! You recovered the Holy MacGuffin! Jolly good show, mate!
Should the preferences have a simple, true:false value? It might be more helpful, especially with respect to opening zones, to have a more complicated value to tell exactly where the character is in the quest. Perhaps a number for each step? Or maybe the value should be the first sentence in the quest log?
Well, my point is that the suggestion is complicated.