The webconsole gives them a quick and easy access. The web pages can also be developed more quickly ( I hope ) than an in game interface or a seperate client.
There is a possible misconception here I think. The webconsole is not for game admin. It is for quest data entry.
As last I saw it, the console was quite a far ranging and complex entity to use. There were more than a handful of data entry section and, as I mentioned above, there was little or no verification that interrelated entities, such as quests, quest givers and quest objectives actually existed in the game.
The reason I felt that it would be important to have that sort of data verification is because, unless you are running your own local server, which might mean going through all the hassle of downloading the source and installing a development environment (I was using MingW which was a pita to set up well), then you have the problem of not knowing if any quest development that you have been doing on the console is going to have integrity ingame.
IE you wont be able to check if any quest-data-submission verification code that you write is worth a damn and that sort of code was urgently required when I last saw the console.
Also, the console was at last sight a very complicated entity with several sections and subsections and not very easy to use for actually creating quests, though that was partly because it was incomplete and quite a few important database fields had to be filled in manually.
The result of that was that anyone using the quest console almost had to be a PHP programmer just to be able to understand what data to fill in, how to do that, and what table t hand edit so that submitted quest data woud have integrity wrt to those database fields that it did not allow the user to fill in. That may have changed.
Because of that, another important priority, should really be the reorganisation of how the console functions are presented. They were not, at that time, presented in a way that would be intuitive to the Quest Design team, who are responsible for actually populating the quest database with quest data.
What I mean by that is that the console used to be oriented toward data entry with the table structure more in mind that a quest designers perception of the fantasy world that they were populating. Thus, adding a quest involved navigating through several subsections within the console to populate the tables that each of those subsections were oriented toward.
What should really have been happening is that the console should have subdivided the world into areas that were logical from the perspective of someone populating the world with lgical entities.
EG define a Quest name, indicate the quest origins, indicate quest fulfillment targets. Then check the database to find out if the referred to entities exist and prompt the designer to define them as required. As was, the designer had to keep mental track of all the entities involved in their quests, which would inevitably result in quest design being a needlessly painstaking process.
The point I am making is that, when you take on the task of renovating the console (assuming it is roughly as was two years ago) then you should be someone who has insight into how someone populating a world will perceive that process as well as being able to follow how the table structures actually work.
One reason that I am wary of offering outright to work on the console is the fact that previously it took me two weeks to install MingW, CrystalSpace and the PlaneShift source code just so that I could compile a local server to check out the quest console.
For that reason I think it would be a good idea if anyone working on the console were given a private download address for a precompiled, preconfigured server so that they could test their work without going through all that hassle.
I hope my comments are useful and help whoever does this job pick up the background on it more rapidly. If I am provided with a logon to a dummy console, ie the code sitting on top of a defaultly populated set of tables, then I would be happy enough to spend some time taking a fresh look at it and make any constructive comments that seem relevant.
Subsequent to that I might also feel that I would be able to take some time to work on the code but that, as I say, is something that atm is subject to quite a heavy workload otherwise.