I don't really like that type of roleplaying.
It feels like being 6 in the sandbox with army men, speaking out make believe dialogue between them.
Like, a good RPG for me is one where it's actually designed for certain choices to be made.
I could go to Ysolve in Whiterun and make up a whole conversation of make believe idalogue and then think up a quest of my own and then do said quest and roleplay.
But doing something like this doesn't sit right with me, I can't pretend something is happening, that I'm affecting the gameworld by doing something made up.
Like, say I like a boy, and I think up a storyline in my head of how we meet, get together, date and start a relationship, then it doesn't make it any more true when I open my eyes and I still lie on the bed.
That form of RPing might work for you but I seriously need the game to give me the choices and react to them, otherwise it feels fake for me. :/
But the thing is, I'm not just making those actions up out of thin air.
There literally is an option to tell the kid you aren't from the Dark Brotherhood. Plain and simple.
And when you go to investigate the orphanage, and you talk to the lady, there are 3 dialogue options, one of them I could tell would lead to her death, and one of them is "Remain Silent", which is the game blatantly leaving it up to your interpretation.
I am not a murderer. But I also didn't agree with her actions. I "remained silent", didn't kill her, and my RP was perfectly in tact.
The thing is, there is 2 ways to go about dealing with choice in an RPG.
There is the BioWare way, which disclaimer, I think is great. I love BioWare games, and don't get all the hatred of them around here. That was is blatant - you have good and evil (and sometimes neutral or anti-hero) options. Selecting those choices gives your character "points" towards each disposition, and the game is linear enough that it can script paths and interactions for any disposition combination.
Or, there is the Bethesda way, which I also think is great. Choices are more subtle. Often times, the choice does boil down to "do it or don't", but there is always a choice. There isn't really a disposition system that tracks the progress of your character. Instead, it's up to you as the character to just -do it-. If you want to be evil, there's no evil points, you just do evil deeds. If you want to be good, there's no good points, you just do good deeds. Disposition is mainly on an NPC by NPC basis (or faction by faction basis), and often times there isn't a blatant, in your face, consequence of your actions.
It really is a matter of preference, and neither is really "better" or "worse" than the other, or "more" or "less" RPG than the other. One design leaves the choice, and effect, more up to the interpretation of the player, where as the other doesn't leave much room for interpretation, it blatantly tells you.
I prefer the Bethesda way (again, not knocking BioWare games, I love their games and their design, they are my 2nd favorite studio) because to me, it is more lifelike. There is not always a blatant consequence of your actions. Sometimes in life, you make a choice, and you are left wondering if it was the right or wrong choice. I can cite references to that in Skyrim, and to be quite honest, I felt it enriched my roleplay experience.
It's not so much about just totally letting your imagination take over. If I wanted that, I don't need a video game to let my imagination wander. I can just sit quietly in my room and build stories all night long if that's what I wanted.
It's more about the game choosing to leave things open to interpretation. Here's an example:
After I did the Forsworn Conspiracy quest in Markarth, I did -not- submit to the guards to go to prison. Instead, I fought my way through the guards, got my ass out of town, hopped on my horse and rode. Thus, my roleplay now shifted to that of a fugitive from Markarth. I avoided Markarth at all costs. Thadious developed a hatred of the town, as well as the Forsworn. However, eventually the main quest led me back into that area when I had to find Sky Haven Temple. So my character made a choice - he returned to Markarth, and upon his return, he submitted.
He was taken to Chidna Mine. Well, I had a somewhat alternative experience there. I spoke to... whatever his name is (can't remember), and I did his deeds. Well actually, I didn't kill the guy he wanted me to (the guy got all paranoid, pulled out a shank and got himself killed). Then I made the escape with the Forsworn.
Now here's something else I did. I went "off-script"
Outside the mines, when the Forsworn began to attack the city guards, I got into the fight, but I didn't help the Forsworn. Instead, I began
attacking them. I killed off all the Forsworn who I had just escaped the mines with. I fought alongside the Markarth city guards against the Forsworn.
The game didn't "record" it. But I didn't -need- it to. I know what happened. My character made the -choice- to turn on the Forsworn and kill them when I had the chance. The deed was done. It happened.
It's in situations like that - I was given an opportunity to go "off script" and do something that the game didn't necessarily intend, but it gave me the freedom to as well. And I don't need the game to "record" it - I
know what I did. I was there. I'm the one who did it. I don't need the game to constantly remind me that I did it to feel validated for it. I know that it happened.
And that's the kind of thing I'm talking about. Bethesda doesn't (and I don't know if they -could- do it without making the game more linear and scripted) code blatant consequences into your game. The consequences are just what happens. In real life, the consequences of those actions would be that the Forsworn are dead. And perhaps, a bounty on my head for vigilantism, which I believe I received. The entire world wouldn't change because of that choice that I made.
That's what I mean. The game leaves it open to your interpretation. Because that's their design choice, to leave it up to you. What happens, happens, and it's up to you to interpret whatever meaning behind it. And I like it that way. I believe it gives me more roleplay power, because my motives are
truly my own, not just a few scripted "good", "bad", "neutral", "anti-hero" scripted motives. The character truly is who I want him to be.
It really is the difference between the player telling the game who the character is, vs. the game telling the player who the character is.
Bethesda (Morrowind, Oblivion, Skyrim, Fallout 3) is the former, which is why I believe them to be superior RPG's.