Namely in most other RPG toolkits the dialog writing is a wizard like system where each action/condition you have available is listed in drop-down menus (This is also infinitely easier to actually quality control for the devs, since the script behind it is global, it only accepts variables in certain places and thus can be easily bug-tested.. and it is always the same script). In D:OS you need to actually learn the script language in and out to write dialog with correct scripting since you don't even get the story-editor style help lines there....

Essentially, the dialog writing is for coders, not for writers or content creators.
In Aurora toolkit for example you click on "Equipment" and you can select the equipment you want out of the entire item library that the game has for the NPC. Same for loot, you assign the loot you want from Item list in that chest and give it random chance or not.
These usability things would allow normal people to make campaigns imo...

The lack of em is why you don't see dozens of user campaigns.
Ps.: IN most rpg's (actually.. in pretty much all of them) dialogs are global. You write your Dialog line "Khendar has fallen" in "QuestLine1" you give it a condition (Variable = 1) and when that variable is 1 and you talk to a NPC that has "Questline1" dialog assigned that NPC then has that dialog. And any else that are not locked by variable checks..
Detailing how that works for each and every one of them goes beyond my time. But most of the toolkits make dialog creation and scripting incredibly easy. By wizards and drop-downs. Pre-defined script pop-ups where you only enter your values or variables etc. and the game then writes that script in the background.....
