Immersive Quests is a project that will add new quests to Skyrim. They are unique, interesting, and professionally voice acted quests featuring new dungeons, NPCs, and rewards. These are not small filler quests, but quests with multiple endings, different sides for the player to choose, and plenty of impactful choices the player can make. Some of the quests are radiant (dynamic), and many have uniquely textured and or modeled items the player can find or gain.
Now, a large goal of the mod is to balance out the large quantity of simplistic and boring fetch/kill quests in Skyrim. But I'd like to discuss this a little - because at the heart of most quests, they're all simple. So what sets them aside, makes them unique?
At the Core of a Quest
Fetch
Kill
Find/Investigate
Infiltrate
Fetch
A fetch quest entails the player getting something, and returning it for a reward.
Well, actually, the definition is even looser than that. A fetch quest is the player getting something. Get 10 pinches of fire salt for Balimund, ice wraith teeth, mammoth tusk, etc. They're one of the most common types of quest, and the simplest.
Kill
A kill quest requires the player to kill someone/somebody/something.
The most common use of this in Skyrim is the bandit kill quests given out by the stewards and innkeeper's. This is another of the most common quests, especially in games like Skyrim, where there's a large emphasis on killing. Also quite simple.
Find/Investigate
The second most complex of the archetypes the investigate type of quest involves the player working to discover/figure out a puzzle.
It's like a detective quest. Often, it's paired with the kill quest type but that's not needed. The best example of this in vanilla Skyrim is Blood On the Ice, which involves you (SPOILER) discovering a serial killer in Windhelm. These are the least common, at least in Skyrim, and teh most complex because it usually involves the recovery of evidence, and some more thinking on the part of the player.
Infiltrate
Infiltration quests involve the player entering an organization, which they shouldn't be in for one reason or another. They're the hardest to describe, the most complex, and rarely used in Skyrim.
The only example I can think of for an organization is the Thalmor party quest for the main Dragonborn questline. There's also a mod which is centered around infiltration on the Nexus called Agent of Righteous Might.
Complex or "Compound" Quests
There are plenty of examples of this - the quest involving the Gildergreen in Whiterun is both a fetch and kill quest, in multiple ways. In the very beginning, you have to fetch a dagger from Hagraven's, involving killing the Hagravens. Blood on Ice itself is a complex quest, involving investigation and killing. There are countless other examples - just think about it as you play the game, and you'll see.
Simple Isn't Bad
It's the utterly thoughtless and boring quests given by Ysolda to find a mammoth tusk, or Balimund to get fire salts, that bother me. They're not horrible on their own either - menial tasks exist in the world. But when the majority of the quests are like this, it just makes the awfulness of these quests more pronounced. Too much of something makes you hate it, especially when it's something with very little variety or reason. But enough on that.
Think about the quests in Skyrim - truly interesting ones. One of the main quests for the Thieves' Guild questline involves you fetching something. But it's still a fun quest and doesn't feel as boring as Balimund's fire salt quest. Why?
What Makes a Quest Interesting
Plot
Furthermore, does it even have a substantial plot? Ysolda asking for a mammoth tusk because a Khajiit merchant makes sense but it isn't a plot, not truly. A plot is when there's obstacles, when it's more than just a "reason". It's the backstory, it's a reason, and it's also the events of the story. When there's no true events of the story, it's not really a plot. It's very hard to define.
When something is memorable, there's something that makes it more unique and different from other quests. A dungeon, an enemy, the reason for the quest. It's the difference between the quest to help the Gildergreen and just taking a knife from some bandits and hitting a wolf with the knife, then killing some wolves that come after you for hitting the wolf. It's essentially the same story, but with a very different setting. It completely changes the story, and not for the better.
Setting
A large part of a quest is the setting. It can change everything.
Characters
The characters having interesting and multi-faceted personalities - something to remember is that no one is wholly good or evil, and those perceived as evil very, very rarely believe themselves to be evil. Everyone has a reason for what they do. You just need to convey it. The little details - perhaps you never outright say your character has an alcohol issue, but you know it. It'll change their dialogue a little, the way they act. You don't have to outright tell the player something about your character. It can still define them.
Dungeons
Dungeons should be interesting, not just the same copy pasted layout or enemies. If possible, try to make a boss that you have more unique by giving them different AI or a different ability. Clutter differently, and think of a story for every dungeon. Again, you don't have to convey this to the player at all, not even in notes or anything. But it can still define your dungeon. The way it's cluttered (and of course looks), the lighting, the atmosphere. All of these could be influenced. Also keep in mind these can really set the tone for a dungeon, so don't ignore them.
In Conclusion...
And apologies if I left something out or got a plot thing wrong. Just tell me and I'll fix it.