Main gameplay loop. Assign guild members to quests, when the day changes they get a result back.
Quests have a list of requirements that are checked. Depending on if all the requirements are met or not, then one of two results are returned. The result is what happens to the guild member/player.
Name of quest. Self explanitory.
Category of quest. Generally tied to the NPC giving the quest, or to a default category for generic quests. When quests are generated for the day, a certain number are pulled from each category, with each category keeping a separate count (so categories associated with an NPC you have a lot of rep with might get more quests, etc).
Fetish tags associated with the quest. Used for content filtering.
Generated when quests are selected for the day. A multiplier on quest requirements and results, so early quests can continue being relevant later in the game.
Put up an item or currency in order to attempt the quest. Quest can't be accepted unless the player has the item in question.
Each quest can have any number of variations. This is a set of requirements, results for passing/failing, and text for passing/failing. When the quest is resolved, a random variation is selected and used.
A list of requirements for the quest variation. If all the requirements pass, then the pass result and description is used. Otherwise, the failure result and description is used.
A list of effects on either the character who was assigned the quest or the guild itself. Two lists of results are given to each quest variation, one for passing and one for failing.
Are you strong enough? Are you boob enough? The game generates a target to reach. A stat-based dice roll is matched against the target. If the value is greater than the target number, then the requirement node passes. If it doesn't, it fails.
Checks ownership of an item, currency, or guild upgrade. Unlike the entry fee described earlier, this doesn't consume the item.
Sometimes the result is simply random. This is to allow a single quest to have different variants, for instance.
The stat or body of the character who took the quest changes. Usually increase, but decrease is also possible.
Get an item or some currency for completing the quest
Gain some reputation with an NPC, usually the questgiver.
Sometimes quests can damage the guild member (usually due to a failure of checks or some other "bad result"). Guild members need a few days to heal before they can go on quests again, depending on how damaged they are.
Player needs to view a cutscene. The end of day process is blocked until the cutscene is viewed. The cutscene can include choices or variable rewards.
This might have to be handled outside of the Results list? Not sure