So is this thread about RP missions or in-game missions? Since both are mentioned, I guess I'll comment on both of them.
Is there really a need to add a module solely for the purpose of text-based RP? How many players are gonna bother with it? What's the reward for completing missions? DP, Gold, Gems, and Items put up by the player who set up the mission? How can we prevent abuse of its function? Someone can easily use it to "legally" transfer stuff to their alts. For RP, any location with a conversation box and a chat log should be sufficient. If you want to put up a list of RP missions, the forum is a good place to do so.
In-game missions has been rejected or simple placed on the list of possible new features since longer than I can remember. Most ideas that have been thrown into the open are by people who either can't write a single line of code or hasn't the slightest idea how to translate those words into codes. With Neji busy with work, I doubt any such ideas will be put into the game unless the person who made the suggestion at the very least post the codes for a prototype. Which can be tested on the beta server for bug fix and fixing any balance/performance issues.
When it comes to purely throwing some ideas out there, even I have some. 1st, a place to house these missions (duh). One in each village. Each listing a number of random missions for each gameday. The higher the rank, the fewer the choices. Setting a number of times (global) a mission can be performed before it's grey out is an option. The 2nd option would be to grey out the mission once a player has already attempted the mission (fail or success). Putting a "race" checker on certain missions can be used to create village restricted missions.
For layout, having scrolls with rank E-S on them which can be click to check for missions would be nice (Yes, that would be my field, making illustration for SL). Colored texts can be used to indicate what kind of mission the player is getting him/herself into. As for what color represents what, let's just let exploration and experience teach that to the players.
Since I'm planning to replace forest enemies (mobs) with characters that aren't in the anime/OVA/fillers/movies, we can use character from the series as mission targets. That would be the 1st type of mission. Then we can also have exploration missions that is pretty much like the Old House in Kirigakure, but more serious and intense. But it's still pretty much up to luck as to whether to successfully completes the exploration. 3rd, we can have interrogation missions. It's would pretty much play like a visual novel, reading the text (companied by illustration), and then choosing the right respond. We would need someone with some talent at storytelling for this one. The last one I can think of would be stat-base missions. Like, "I need someone to charm this person to get info out of him/her". Clearly that would be based on your character's charm points. Having below the require charm points (hidden and random) would mean that you will most certainly fail this mission. Other missions can be created for other stats as well, like "Please move this boulder/crate (or anything you can think of)" for strength missions.
Just in case any of you are still uninformed, linking a module to the forest or any other location is undoable or very troublesome to write. So for the missions above, it would be like; go to mission hosting page > click on rank > click on a mission > loses turns as payment for the mission > chosen mission module is injected into the player > success or failure (success gets recorded in player's profile) > player is link back to the mission hosting page.
Low ranking mission rewards could vary (randomly) between; EXP (1.5-2.0 times higher than what they would get from forest mobs of their level), a few hundred gold, 1-2 gems, 1 or 2 random items (limited to ninja tools and small healing items). Limited to 3 Oro kills and above (so that new players are limited to the forest for EXP). Use up 1-2 turns depending on mission.
For mid, high and highest ranking missions, I'll just leave the balancing to the more experienced.
I would gladly attempt to write a prototype if I happen to pick up from coding skills when I start working in a game company in July 2012, and just happens to have enough free time to do so. Because I would really like to see in-game missions added into SL.
For now, running my mouth seems to be the only thing I can do *feeling depressed from his lack of ability* _| ̄|○