Yeah, I agree with you Aeon! I keep going back and forth about what quest creation should be like. My current thinking is that most quests should be created automatically by your employees, but that the player should be able to place a few types of "epic quests":
One type of "epic quest" would be placing "boss monsters" in the overworld; these would be like strong versions of regular monsters, and would probably require a party of players to band together to defeat them.
Another "epic quest" would be a "travel quest", which sends the player a very long distance away; further than a player would usually travel in day-to-day play, or into or through dangerous high-level zones. The player would specify the destination for the travel quest, and subscribers who made the trek would be likely to set that destination as their new home. These would be an awesome way to kick players out of their starting areas.
The final "epic quest" type would be a dungeon. Dungeon entrances would function like town buildings, in that players vanish off the main map when they're entered, spend some time inside, and then return. I'd really like to expand on dungeons in future versions; in 1.2 or later, I'd love to be able to double-click on a dungeon entrance to go to a dungeon editing screen where you could lay lay down a general structure to the dungeon using an interface similar to zoning regions on the main map. But that's all a ways down the track, right now.
In 1.0.x, a new quest is automatically generated for him each time a subscriber goes to his home. In 1.1.x, this is no longer the case; quest-givers can be placed on the map, and each of these generates five static quests that it gives to players. Once a player has done all five of these static quests, the quest-giver will then give one randomly selected nearby Epic Quest (if any is available). After that, that quest giver will not give the player any more quests. So in 1.1.x, you need to make sure that you have enough quest-givers for your players to gain enough experience to gain a level, or they'll complain about having to grind levels.
Anyhow.. As for detailed information on what everything does, there isn't very good documentation right now, unfortunately. 1.1 will have a full-on tutorial which will teach all the concepts of the game, so that'll help.. but for right now, I'll just say that virtually every tweakable parameter in the game has an effect. The only one which does nothing right now is the "number of employees" option. And one could argue that the subscription prices don't do anything useful, as the money system isn't balanced well enough in the 1.0 series to make you ever have to worry about running out of cash. And there are no ill effects to running out of money, even if you somehow found a way to do it.