Cool, Victor! Nice to know you also see potential and that you’re working on something similar :) Have you ever published/shared it anywhere? I’d love to see it.
I’m consciously trying to avoid using dice (or any kind of chips/coins) in this game. So quests can either directly help a character overcome a challenge or not. The interesting part is that players can stretch quests in order to use them, if they are not directly applicable. Instead of adding a smaller bonus, or something to that effect, I force the player to tell a story. The player “bribes reality”, sort of, by telling stories :)
I’m glad I caught your interest, as I haven’t been playing or reading a lot of RPGs lately and it’s good to see that whatever the hell I wrote makes sense :) I’ll keep you updated on further developments!