Fear definitely needs a nice little makeover. Right now a character under the effects of fear will either:
1) run, until AoO something and beginning to attack as if it were not feared
2) Run away for a time, then find a corner to stay in
3) "Quickly friends, we are under the effects of fear so let's run -TOWARDS- the danger!"
4) Literally just stand there, letting themselves be surrounded and hacked away at until dead.
Now, this is the description of the Fear spell which is different than it is in normal D&D:
Description: Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies.
Taken from the D&D Wikki:
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
What being "panicked" entails:
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
What being "frightened" (the effect you are under while under fear in NWN. Click on the box and it says "Frightened") entails:
frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Fear is not the spell dominate person, and even if it were the PC under it's affects would not be taking self-destructing actions like purposefully running into corners, or standing there and letting themselves be killed. Right now it's much more effective with that in mind.
The fact that once Feared, the player loses complete control over their character is CHEESY, if you read over the rules of the server. Bioware didn't put much thought or consideration into ridiculous things like this when they made the game.
It would be much more fun to be able to RP the effects of fear, rather than sitting back and watching your character do ridiculous things to get themselves killed while you throw up your hands in aggravation.