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Yeah, I see the potential in that =)
But, from the programming point of view, it quickly becomes rather complicated with all interaction between the dialogue and the game-engine. For example, it is easy to write a dialogue line "Go 4 tiles north from here, there you find an X" - but then then thing X should really be there in the game world. So, either the game engine should parse the dialogue lines, and create the corresponding stuff in the game world - or vice versa; there should be dialogue script language, which can read the game world and translate it to human-readable text.
And already Sami has been working hard just to get the first hard-coded quests properly implemented. So, I think for practical reasons that is the only way to go for now. I can't speak on behalf of Sami, but maybe some future version might could possibly probably maybe have some sort of simple moddable quest dialogue. But first we need the mechanics up and running in the game engine itself.
So, that's why I've been thinking about TaruPaja as a stand-alone story writing / reading tool. Hehe, and already with it I started coding a simple scripting options =) Different actions, like visiting a place or chatting a certain line with a certain NPC, can now set or unset flags. And instead of static text, most of the text can be modified by those flags - although it is rather simple, blocks of pre-written text are either hidden or shown depending on a corresponding flag. I just got the basics working at 3am. I guess it is enough for today =)