It is my sincere belief that those people who claim that Skyrim is -not- an RPG have no self creativity and need the game to hold their hand and tell them "YOU ARE ROLEPLAYING! YOUR CHOICES MATTER" instead of finding meaning in their choices without the game slapping them in the face with it.
I get it. People want their choices to matter. And so do I.
But no, it is not the dungeon master who "manages" roleplay. I don't know what kind of table top RPG's you play, but the ones that I play are all about as little DM involvement as possible, and letting the roleplay come from the players, not from the DM dictating to them.
Basically, the types of RPG these people are talking about is the type where the GAME tells the PLAYER what the character is, through a series of numbers and scripted events that limit player choice and freedom. Maybe you get the illusion of more "meaningful" choice, but that is only because the game can script more by limiting the actual choices a player has. Those options come down to a "good" choice, a "bad" choice, or a "neutral" choice, essentially giving you three roleplays, and a lack of true personalization.
The type of roleplaying game that I am a proponent of, the type of RPG that Bethesda games are, and as far as I'm concerned, the superior model of RPG, is one that allows the PLAYER to tell the GAME who the character is, through a series of choices and decisions. The choices may not seem as "meaningful", because the game doesn't really script your responses and your decisions, instead, it's just up to you to do them. However, it gives you virtually infinite choices, as you're not limited to the "good", "bad", "neutral" route. Unlike the previous style of RPG that requires your character to remain in a box, so that the game can script world events to it, there are no boxes and you can create virtually any type of character that you want. The "meaningful" choice comes in how your character develops as a person, not necessarily how the world evolves around you.
I don't need the game to tell me that I did an "evil" deed when I killed that innocent person in their home. I know it. I was there. I did it. What I want is the choice to do it. Essential NPC's aside, Bethesda gives you the opportunity to make that choice. The previous style of RPG that people claim is the "real" type of RPG does not allow that. It has to limit what the player can do so that it can script those sweeping world changes.
I'd rather have full control over my characters and how they develop, than to watch a scripted game tell me what's happening. If I wanted the world to tell me what was going on, and have boxed in character choices, I'd play a linear adventure game or shooter game. But in an RPG, I want freedom, I want choice, I want my character to be who I determine it to be, not who the game determines it to be. I don't need the game to hold my hand. I don't need the game to TELL me what my character is, when I can just make the choice and KNOW who my character is.
Have you played Daggerfall?
They managed to do just that with the fiddly ol Evil Spreadsheets of Doom .
No other Elder Scrolls game has -ever- had the amount of character generation control......and consequences of same. None.
You start the main quest clock, then you have X amount of time to finish the main quest. Otherwise, Things Happen.
That was a DOS 5 era game, and it has far more depth to it than any of the 3 after it.
The whole point that is getting missed is that your choices in Skyrim have
=No Consequences Whatsoever=. You don't kill Alduin.....does the world end? No. You side with the Empire; does this affect anything in the game? Not really. You wield a power beyond -any- that any other mortal wields. And it has absolutely no effect whatsoever on the world. Or to quote Mr. Spock; a difference which makes no difference -is- no difference.
And yes, the GM -does- manage the story; they set up the initial events, and let people stumble into them however they wish. If there is no monitor on the rules as agreed on, no one who boobytraps that innocent looking chest, then what you have is friends talking trash over a brightly colored grid table cloth. The GM doesn't make a rigid story for each character; s/he makes a series of coherent, integrated =events= that characters react to within the bounds of their definitions and the personality of the player(s). It's how they react to 'the world' as it happens to them, not how they metagame each other.