These quests demonstrate two sides of the same difficulty: in an effort to give different designers the most freedom to tell the stories they're interested in telling, sometimes we end up with confusion, especially when the story crosses paths with the Epic. For the Stonedeans, that story involved discovering Herubrand's secret hideout -- either the Epic ignores the characters in the hideout (which I didn't want to do, for obvious reasons), or we require you to do the region quests (which isn't always an option, and in cases where we have it's sometimes been unpopular), or we independently have a separate Epic quest where you discover the hideout (which means that when you do the Region quests you discover it again; what an incredibly short memory you have!); I don't find any of the options especially successful, but we learn something from every Region we design, and in the case of the Stonedeans we learned that sometimes the separation of Epic and Region is for the best after all.
The Broadacres teaches that same lesson, but from the other side: making games is a long and complicated process, and sometimes things fall through the cracks. In this case what fell through the cracks was that the Region designer planned for an important character to die, and structured his storyline around it... but this was a character needed for the Epic, which means that she needed to be available at any time, whether or not you played through the Region quest. The Region designer wasn't happy, and I wasn't happy, and in the end really the only way we could solve it was to add prerequisites to ensure that you completed that stretch of the Epic before advancing the Region quest. It's not ideal, but it at least prevented people from getting blocked if they did things in the wrong order.
And we added another lesson to the pile of things to remember.
MoL