The problem with all MMOGs out now is not anything to do with cost or programming (although that often sucks, too), it has to do with the eventuality that a bunch of obsessed and particularly geeky players will learn everything about the game until there is nothing left unexplored and no secrets untold. All things eventually fall into a groove of camping and routinely killing spawns, and if I wanted repetition, I would not go to a place where imagination is to run wild and merriment is made: I would go and do my Calc. homework. The key to happiness is newness and adventure in these games, and the focus seems to be moving away from such a conclusion. Therefore, I propose a movement to program a randomness into quests. Quests are fun in other MMOGs when they are new and you don\'t do them 1000 times just so you can get faction, or whatever the system. I envision a quest where you join a group with intent to go on a unique quest in a unique place with a unique set of mobs. My vision of this is that the players meet at a tavern or such and decide to join together to do something meaningful that day. They then ask the bartender for news on any kind of quest that may come up, and the bartender (after randomly generating such a quest based on level of ability, or profession, or such. In fact, it does not need to be completely random, but picked from a large bunch of quests, some good, some not so good, or easy.) relays a quest to do. \"In a castle northeast of here lays a weapon of unfathomable strength, guarded by....\" OR something from a thieves guild like \"A local well-to-do merchant has just come into possession of a rare artifact and must be parted from it, his estate is guarded by many men and the only way to get in unseen is....\" would be incredible to see on my screen. The best part would be that they could be hard for the group, but not impossible to accomplish, and ones that require large groups of mobs could be designed almost as a dungeon crawl. After the quest is give the mobs in the castle or field or wherever would spawn from a random chart based on the quest as per the fiend folio\'s random encounter charts. The questers would be given directions to the local of the deed and given any items needed or told where to find them; items such as keys and passwords and supplies like torches and lockpicks. After completion the questers find their way, bruised and bedraggled, back to the tavern and enjoy their new found items (and quest experience), and review their adventure in revelrie over a few rounds of beer... on the house.