Random thought of the day #2 (inspired by +Jacob Poss and his question about our game)
The rule of player investment:
Given a choice between sacrificing two things, a player/character will always choose to sacrifice the thing he/she values the least.
Corollary 1:
In general, the players/characters care more about things they make than things other people make.
Corollary 2:
Exploring what players/characters value can make for very compelling gameplay
20130204 Random thought of the day 2 inspired...
Shared to the community Fate Core - Public
+1'd by: Adam Schwaninger, Raina Quinn
My answer to this when I've dm'd in the past has always been to give red herrings early on so the players have a hard time telling what the effects of their actions will be (eliminating the meta and forcing them to just roleplay) and then to also reward the player for making the hard choices if it stays with the character (works really well in Fate. It's called Compelling).
I'm absolutely not saying it's bad roleplaying at all, especially depending on, as you've said, how much the player chooses to base it on the character's decisions and the character's knowledge vs. his own.
The point here is more of "hey, GMs, figure out what your players/characters value, and put them in a position where that's at risk, and you'll create compelling gameplay." That, and understanding that they probably don't value your world, and they probably don't value your plot, because they haven't invested in them.
Figuring that out, and increasing player investment in things is pretty much another subject, but Fate does a good job of at least giving you the start of the idea through character creation, aspects, etc.
Even beyond that, okay, you've got "My Kid Sister, Lucy" on your character sheet as an aspect. Great. What will you sacrifice for her? How far will you go? Will you suffer for her? Will you cause suffering for her? Will you die for her, or kill for her? Will you commit genocide for her? What if you also have "I come from a proud line" as an aspect? What happens when you have to choose between your family legacy, and your sister?
That's actually my favorite thing to do with dming. Every DM has their specific things that they like to focus on whether it be narrative, world building, or what have you. Mine is exploring the depth of the characters in my world. Putting them into tight spots and seeing how they react. Basically answering the question, "What makes them tick?"
As far as gaming, it's a combination of some Burning Wheel, Fate stuff, and a question that's come up recently, and it all kind of crystallized. It's probably a collective "duh" response from a bunch of people, though :)
I see what you mean but what exactly is Burning Wheel?
Changes is a great example, though. Dresden had a huge thing against murdering people, against taking dark power, about fighting to save Susan. What would it take for him to cross those lines? Just awesome.
And in the end, I felt sad, but also happy, because I could do what the character wanted.