I don't think the game was played enough by this or other reviewers, as only at the start is it really mostly fed-ex quests. The game had procedural systems within it that provided randomized quests, but also provided scripted quests inbetween, to keep you guessing. Because of it's mix of procedural and scripted code, it allowed for "joined-up" quests you don't see in even today's cRPG's. I.e. If told a dragon was going to attack a village on a certain date, you would get there on that date and the dragon would be there to fight, but get there a week before the dragon and find a normal village, then go away for two weeks and come back to the village and it has been destroyed by that dragon you weren't there to fight! Now granted, this was done with just text/still graphic windows, but still. It showed how the quests were far from all fed-ex one's!
I have owned this game from it's original release as I bought nearly every Microprose game they ever released! The game is somewhat intimidating, but nevertheless take about an hour to get a handle on. I know in this world of instant satisfaction an hour is an eternity, but for a deep cRPG with 100+ hours of gameplay, it's pretty par for the course. Darklands was a game that gave back as much as you put into it, so once the 'rules' are learnt the game has almost infinite replay value!
You'll be pleased to hear a team is being put together to make a Darklands style game called "The Darklands" by using the Oblivion construction set and doing a complete conversion. Most of the team are steeped in Darklands Lore, so I have strong hopes for it. Just go to TheDarklands.com to see the latest and leave a note of encouragement!