Thanks for all the replies.
I noticed that I didn’t encounter any big performance hit for even a VERY large number of random quests and events. And since they already work with my save system I was weary on moving away from them. I’m also just trying to be as efficient as possible because there have been times where I could have avoided a lot of headache by making as many optimizations as I could early on in my refactor.
But, yeah, these events are relatively uncommon so I’ll think we’ll be okay.
I’m going ahead with implementing the event system.
Thanks!