[url="http://www.scienceandyou.org/articles/ess_02.shtml"]Eppur si muove[/url].
Pip, you and others will recall the "Age of the RPC", when quests were largely the responsibility of RPCs to create. That age is past, and now we are in what might be called the "Age of Kings", or, in my view, the Age of Scribes. For now, with access to MDscript and clickables, the door has been flung wide open to all players to create quests as they see fit. As nearly as I can tell, the kinds of quests written today fall into two broad categories: the puzzle quest and the "roleplay with me" quest. That's only a slight change, however, from the way things were before. Thankfully we no longer seem to encounter the "find me [x] adepts" quest, which used to be a blight on the face of MD.
Both kinds of contemporary quests suffer by varying degrees in not being all that connected to MD "canon". Is this the fault of the quest writers, or of the people who "get" MD (who, one would think, would be the most qualified people to write MD quests)? In my opinion, it's a little of both.
MagicDuel is a multi-layered allegory. It seems to be Mur's attempt to communicate with "players" via symbols and subtle cues. Story-based quests, such as the one I threw together for the death of Mya, are entertaining if well done, but don't address any of the deeper, root questions and mysteries of the "game". In my limited experience, puzzle-based quests don't, either. What's to be done?
When Mur imposed a "ban" on lore, he raised the bar for quest writers. The challenge now is to incorporate semiotics (the study of symbols) with MD "setting"-appropriate symbols and the actions and words of the community at large. This is not an easy thing to accomplish. I have been pondering how, exactly, to do it over several months, but so far I have not had any "eureka" moments of inspiration. I can hardly fault anyone else for having the same problem, and even less for writing a quest purely for entertainment's sake. The work of players to write quests should be respected.
So I think it comes down to echoing what you and Aelis have said. Let those who "get" MD come forth and partner with experienced quest writers to give us something that is edifying (educational or informative) as well as fun. MD gives us as players a tremendous amount of freedom, but that freedom comes with a responsibility - in the end, since we can all write quests, we players have no one to blame but ourselves if the quality of the quests available is not up to what we communally expect the MD standard to be. Mur is hard to contact, yes, but not impossible. There are people who [i]do[/i] understand some of the mysteries of the game: they are much easier to find, starting with the kings. Let the veterans help the quest writers, but let the writers seek the veterans and forge something from their partnership, something entertaining, symbolically resonant, and thought provoking.