http://www.gamedev.net/reference/articles/article255.asp has another list of generic plotlines to be applied when brainstorming a plot.
The original link posted is interesting though, and I think it's quite a good resource, for both PnP and CRPG campaigns. A lot of the plotlines listed are fairly generic vignettes that could theoretically be inserted and adapted into a plotline.
The tips at the end are especially applicable -
All of the plots here can provide a tried-and-true, simple structure, and structure is all you need a plot for in a roleplaying game. Remember to play to the strengths of the medium - most all of which are about character, not plot. Only in an RPG can you experience a fictional character on a personal, first-hand level. Outline your adventures to make the most of that. Any plot that contains more than a basic structure is more likely to pull attention away from character, and that's burning the bridge for firewood.
That's really an excellent summation of how an RPG narrative should function, and it's what puts Fallout head and shoulders above its kin.
And as Saint mentioned, a lot of that list is far more interesting than kill tasks or FedExing.
Help ward off an attack on a town? That would be nice. It's been done in several games, but not exactly done enough and not always done right. Oddly enough, Fallout Tactics did a decent job with this.
I honestly wasn't very impressed with the way that turned out (Help the Ghouls defend their church against the Mutants, right?) especially since the Tactics AI was far better suited to defensive positions, but people seemed to like that mission. Maybe it was a welcome respite from inching around the map and watching your squad fire automatically at everything.
I agree there's definitely potential when somebody finally gets a "Help Ward Off" quest right. They're perfectly suited to RPGs and fantasy battles in particular, because it manages to give a feeling of broad conflict between large forces, but also makes the player feel important if they're the deciding factor tipping it in favour of the side they chose.
Likewise with "Prison Break." It would be difficult to implement, but I'd love to see something where the player has to actually dedicate patience, thought and skill to planning and executing an escape over a long period of time rather than the usual "OMG teh gatez are open fite are way out!!!"
Great resource, so cheers for the link Rustdragon.