but that's because the whole game's engine and "feel" was shit.
This is key to why ArchAngel's criticism is pertinent.
Mask of the Betrayer is a well liked campaign for reasons that have little to do with the game itself. It is impossible to understate how awkward every single action feel in the Neverwinter Nights engines. Movement is so bad that the exercise of 'party based combat' feels more like building sandcastles with no water. As far as D&D CRPGs go, the fun in NwN ends at character creation, after which there's only suffering. It is known that fourteen people have died in their struggle against the camera.
At which point some people say that's not really a problem. Its not hard to make a fighter type character that mows down enemies and nobody is going to judge you for playing this shitty engine on easy. At which point we've reached the bottom of the barrel.
You see, what people enjoy in MotB is the narrative. Its themes, quests and characters all feed on each other. Different questlines all come together in the end and that is not simply because the protagonist happens to be around, its because the story builds up to that. MotB is as far away from the 'random adventuring through the woods' or the 'generic struggle between Good/Evil/Law/Chaos' as it can be. The script is obviously strong and it shows despite the shortcomings of everything else. At least as far as videogame narratives go. None of that however excuse all the subpar work put into implementing said script, such as filling a whole academy with 'apprentice' thayan wizards who reached level 20.