You're walking down the street in town. Two guys off to the side are talking about problems at the mine out East. You journal makes a note of this.
Take it: pay attention to that little mention in your journal, and go investigate.
Leave it: don't go investigate. Doesn't change the fact that you overheard that mention of trouble, and are aware of it. And the journal helpfully keeps note of that, in case you ever change your mind.
That's what he means by "you can take it or leave it". It's pretty simple.
Take it: pay attention to that little mention in your journal, and go investigate.
Leave it: don't go investigate. Doesn't change the fact that you overheard that mention of trouble, and are aware of it. And the journal helpfully keeps note of that, in case you ever change your mind.
That's what he means by "you can take it or leave it". It's pretty simple.
But that's not how the game presents it. Instead, it says, "Go to the mine." There is a slight, but important change in tone. The easiest solution is to be able to cancel started quests. Other, less simple solutions might be allowing us to consistently and definitively decline quests ("no means no") or, as I described above, implement a true journal.

