Trying to make a story rather than a run and gun or a hack and slash is *hard*, even with a full questing/dialogue/inventory UI system. Having to hack code to make it happen is even harder.
Daunting in a wholly strange environment - even for those with a coding background.
The trick is to not try to jump over the mountain in a single bound or eat the elephant. Little steps, don't look down, don't look up. It'll make things seem impossible. Take small bites and chew it well.
If you want to make a quest, and you don't want to buy scripts that you don't understand, watch broadcast #15 on how to make a simple fetch quest. Mimic Lee's little project. Do it several times 'till you're comfortable with how the quest is built.
Follow Ravey's video #27 if you want to understand how to make a kill quest.
You *will* find that suddenly, one day, it all clicks and you'll be away.
I spent 40 years in IT having to deal with stuff that I'd not encountered before. It was *always* scary, but I learned to swallow my fear, concentrate on the single problem I had to solve today and ignore the big picture.
Sorry to preach but believe me, I sympathise with you.
I intend making a friendly front end to make building quests easier. It will give users a simple GUI and generate the scripts you need. There'll still be work for you to do in assigning the scripts to the entities involved - my attempts to hack the fpm have so far been unsuccessful.
But all in all, decide you're going to build one quest - a simple one, and don't stop 'till you have. Then walk away and have a beer.
You can't teach an old dog.