As Stormynature said, once you establish the fundamental building blocks of the quests and realize how few there are, then you hand it over to the creative people who hide the limitations through artistic innovation in storywriting. Artists tend to rise to the occasion when faced with limitations.
but unless you get into generating components of the back story, you're limited to like one screen of mission orders worth of the SAME copy (or boilerplate) for ALL quests of a given type.
or you get the madlibs effect: Journey to the (location), there you will find the lair of the (monster). Use the (special item/power) to defeat the (short name of monster). Do this, and I, (name of questor), shall bestow upon you (reward).
location: Isles of Shanarsa
monster: Ancient Kolug-bouk Troll of the Dwarven mines
short name: Ancient Troll
special item/power: Mirror of Medusa
name of questor: Kalgar, Overlord of Valentia
reward: a fiefdom in the fertile fields of the Western Marches
once you plug in the madlibs it doesn't sound so bad:
"Journey to the Isles of Shanarsa. There you will find the lair of the Ancient Kolug-bouk Troll of the Dwarven mines. Use the Mirror of Medusa to defeat the Ancient Troll. Do this, and I, Kalgar, Overlord of Valentia, shall bestow upon you a fiefdom in the fertile fields of the Western Marches."
Can you tell I used to be a DM? <g>.