There can be all sorts of interesting thing done with objectives that can make your scenario much more interesting. You could display your objectives visually, in a walled-off area of your map. Perhaps the player selects pavilions to view his objectives? You can also use your objectives a bit like a diary. When the player sees something interesting, he writes it in his diary. This can be done by activating unachievable triggers that have objectives displayed.
In RPG scenarios, not many people think about the voice of their main character. You can change the voice by changing the civilization of your player. For example, the Britons have a laid-back, slow kind of voice, good for exploring maps and so on, while the saracens have harsh, quick voices, great for scenarios that are trying to build suspense. I think it's a great factor of a scenario if it shocks you. In Deathwish's Life of a Mercenary, the drugs, alcohol and prostitutes made it very different and shocking. On reading that it had drugs, alcohol and prostitutes in the description, everyone rushed to download it. Do everything you can to draw emotion from the player. Keep him on the edge of his seat with spooky music, so that you can knock him off it with well timed ambushes and sound effects. Make him sad when a character dies. Make him happy when the tide turns. A player that is emotionally tied with a scenario will play it to the end. [This message has been edited by PaulC2001 (edited 06-26-2003 @ 03:08 AM).]