Where in the quest design interface does it talk about removing parts of the interface, such as the compass? Knowing where to look for the information would help me a lot!
Using the web interface, navigating the tree on the left: "Objects -> Game"
Then the "Interface" tab on the right, check "Turn off compass"
Sounds like you're starting to worry about things that are still many steps ahead. I'm reminded of advice I've read about marketing and sales. You want to always remember who you're developing for, and making sure you produce a game they would enjoy (which actually falls under marketing). Think of that step more like market research, done up front. This is in contrast to the common post-finishing practice of "polishing a turd", which is what many people assume marketing is. The advice I've read is that you very much need to worry about marketing, in terms of making sure you're producing something that people want and is of value for people who are willing and able to pay, and not worry so much about pricing and advertising, which can be done later towards the end.
Oh, and the most addictive point for random rewards, is supposedly at about 50%. Hence, try to give a reward about half the time. Maybe 50% no reward, 25% one reward, 25% two rewards? Or, this may be easier and closer to how you do it: If each reward is rolled independently, about 30% chance of each reward. That means there is a 70% chance of not getting each reward, so 0.7*0.7 = 0.489 = 49% chance of not getting either reward. Hence 49% no reward, 51% 1-2 rewards. To further break that down, there is 0.3*0.3 = 0.09 = 9% chance of getting two rewards. Hence at 30% chance for each of 2 possible rewards, you can expect 49% chance of no reward, 42% chance of 1 reward, 9% chance of 2 rewards. That sounds like an appropriate distribution to me.
These sorts of problems lend well to a discussion of statistics and probability distributions. As a small example, consider the different distributions between 1 die roll, and the sum of 2 dice rolls. With 1 die, the distribution is uniform, evenly weighted among all outcomes. With the sum of 2 or more dice, the distribution tends towards central values. Assuming 6 sided dice:
2 = 1 + 1 (1/6 * 1/6 = 1/36 = 2.8%)
3 = 2 + 1, or 1 + 2 (2/36 = 5.6%)
4 = 1 + 3, 2 + 2, 3 + 1 (3/36 = 8.3%)
5 = 1 + 4, 2 + 3, 3 + 2, 4 + 1 (4/36 = 11.1%)
6 = 1 + 5, 2 + 4, 3 + 3, 4 + 2, 5 + 1 (5/36 = 13.9%)
7 = 1 + 6, 2 + 5, 3 + 4, 4 + 3, 5 + 2, 6 + 1 (6/36 = 16.7%)
8 = 2 + 6, 3 + 5, 4 + 4, 5 + 3, 6 + 2 (5/36 = 13.9%)
9 = 3 + 6, 4 + 5, 5 + 4, 6 + 3 (4/36 = 11.1%)
10 = 4 + 6, 5 + 5, 6 + 4 (3/36 = 8.3%)
11 = 5 + 6, 6 + 5 (2/36 = 5.6%)
12 = 6 + 6 (1/36 = 2.8%)
Clearly the density of outcomes is not equal. This is very different than rolling a mythical fair 11-sided die with numbers from 2-12. Such a fair die would produce each outcome with about and equal 1/11 = 9.09% probability.
Taking this example one step further, consider the example where the sum of the two dice is the amount of damage done in an attack to a monster that has X HP. What is the chance to 1-hit kill the monster? That is, the probability that the sum of two die is >= X. For X = 5, the answer would be 30/36 = 83.3%. This problems represents a cumulative distribution function, or sum over the probability density function.
Perhaps a bit much for now now, but learning a little introductory statistics can help you craft the probabilities of outcomes that you want.