Quests should offer as much choice as possible to the player. Prefer quests that can be solved in more than one way. Examples of solutions to quests:
The player gains gold at the expense of the well-being of NPCs.
The player gains stats, but some NPC dies.
The player helps a NPC by sacrificing a piece of equipment.
The player gains trust from some NPC, but has to travel to a lot of places and do a lot to gain trust.
The player chooses to side with the main monster boss, and gains equipment but also distrust from other NPCs.
The player chooses a conversation option stating that they have no intention of performing the quest.