RPGDot has tossed up a tenth developer diary for Sacred 2: Fallen Angel, once again with Ascaron's Daniel Balster taking us through the process of creating a quest for the game.
I have made the quest giver persistent, i.e. this character is always present in this world. The monster and the girl, however, are only created as soon as I have spoken to him and accepted the quest. How and when a character appears in the world is up to the author - they may build up their story's tension as they please. If a character may die before its quest is completed or not is also the designer's choice. The question whether the story still makes sense or not is not that much of a problem at that point: a special test tool checks the course of the story automatically and issues a warning, if the author has entered logical traps or paradoxes.