You are playing to find out what happens! Let me explain, on three levels.
First: quests are not fixed. People can and should abandon quests (you get half XP back). Sometimes the thing you thought you wanted is not the thing you actually want. It is easy to get full on quests, and so players should drop quests when they don’t seem fun, fruitful. Especially because you can often delay assigning pot XP for a while, so a clever move is to nominally have a quest for a whole session, and then decide at the end that it’s meh, and only have wasted an XP or two.
Second: Quests often give you beats, but only rarely give you the heart.
https://www.dropbox.com/s/bqru8kda2nvbmrp/Screenshot%202016-07-22%2013.31.37.png?dl=0
Adventure Get does let you know that you’re going to get into trouble, and that people are going to have bail you out, but how do they feel about it? What is the adventure? What trouble does it get you into? Do people resent you or move away from you for being so rash, or are you encouraging others?
Also, that the game does not emphasize conflict does not mean it doesn’t exist: if this is some dispute the PCs get mixed up in, how it resolves and whether the PCs get what they want may have consequences, big consequences.
https://www.dropbox.com/s/u28z3t8tw6efo69/Screenshot%202016-07-22%2013.28.25.png?dl=0
Apotheosis gives you some vague ideas of what happens, and some ways for the player to emote, interact with this weird experience, but there is obviously something mythic and important happening, and I have no idea what it means. We play to find out, both internal to the character, and external to the character.
https://www.dropbox.com/s/4ixhzodcjo4e1m5/Screenshot%202016-07-22%2013.27.33.png?dl=0
Connecting does sort of tell you what’s going on. It’s pretty predictable. But that the quest finishes just means some level of bond has some formed. It’s unclear how positive or negative it is. And in game terms, probably the person gets Connection 1 for finishing it off, which is pretty minor. There’s a lot of room for things to explore and change. And if the person stops wanting to connect, abandon quest.
Third and probably very important, the transition from quest to quest, especially in arcs, is very open-ended. Often times, the shift from the first part of the arc to the second means something drastic changes. How the person pursued their first quest often informs a lot of how they’ll go down their second quest. I could see take Mental Training as the first quest in a arc, and then going in ten different directions.
Does that help?