Well I was thinking that the antagonist's lair wouldn't even be reachable until the clues are found. The player would need to use the clues to find the other clues (lol) and then finally find all of them to get to the lair.
Grind levels and get a key to get into giant fortress? Oh, I'll just go play EVERY RPG EVER. Seriously, listen to yourselves:
No gold, promotions, a women's hand, or possibly another reward of some kind?
Why can't we try to make things interesting by leaving out stuff like this?
"The young whatever ventures out to level up, find key, and fight evil guy to get princess!"
Or
"Shamed by his expulsion from the whatever guild, the protagonist stumbles into the swamp after the antagonist, with no real plan or goal other than redeeming himself, bent on searching the whole area until he finds evil dude."
I was actually thinking to not have a world map at the start of the game, and make the player actually explore a bit. That would heighten the sense of searching for someone.
I still don't see how we can keep this "simple" without it being cliche
I'm trying very hard to do just that P: