Balsamic Dragon said:
There were a few more interesting subplots, usually along the lines of "rescue this person from the dungeon," but can you see my overall problem?
I agree that some of the quests are repetitive. I also hasten to point out that you seem to have taken a sledgehammer to all the quests. The werewolves, for example, could be saved, not killed. You missed many sidequests that were more interesting, IMHO.
The thing I like about the main campaign is that it plays differently depending on your character or party. Playing as a half-orc monk, I got different quests and different reactions than when I played a half-elf paladin or human CLR/SOR. Some quests can't even be started without a good Persuade skill or Insight ability, and some characters will only share information with the right type of PC.
I also hasten to add that playing as a group is more of the focus of NWN than playing solo, and that just like pen-and-paper D&D, the right group makes the game. Playing with a group who wants to play Diablo II, 3E style, is going to color your perceptions. A good module, particularly with a good DM, is a lot of fun. YMMV. However, if you were expecting Baldur's Gate 3D, then you will surely be disappointed, as it's a different kind of game.
I eagerly await the arrival of the next generation of community-driven modules, as the serious designers get their hands in. Already we have the HCR set (for Hard Core Ruleset) designed to better emulate 3E. People are scripting significant changes to the game with each new module, such as NPCs getting angry at the 'home invasion' strategy so common in CRPGs, XP for rogues doing roguish things, complicated stories, and so on.
It's fair to say that the main campaign's primary mechanic is somewhat limited. It won't be to everyone's taste. But I suspect that more complex and more diverse games are coming, and hosted RPGs with an emphasis on actual RPing are there, if you look for them.