Shacknews has interviewed Lead Designer Ferret Baudoin from Obsidian on Neverwinter Nights 2. There aren't many questions that wouldn't have already been answered elsewhere, if any, but it's still worth reading, so here's a snip:
Shack: Given that this is an RPG, story is a bigger factor than in other genres. Any spoiler-free tidbits you can give us?
Ferret Baudoin: When Obsidian Entertainment got the project we had the Aurora Engine to work off of, so it put us in a great position to craft an ambitious single-player experience – because we could begin work almost immediately. We wanted to make a story which really made you feel like you are on the journey to become a hero. To really accomplish that we focused on creating more depth, more consistency, and more story realism than people may be used to. There are set-backs, there are triumphs, and there are plenty of complications on the way. We've made our game a bit more hard-hitting because that makes the accomplishments more satisfying. We've treated Neverwinter Nights 2's story with as much attention as we would a Baldur's Gate or a Fallout.
And the rest
awaits you at Shacknews.