Thoughts? What do we have to do in a RPG to force the players, in the play of their PCs, to "buy victory"?
Pain. Possibly death.
Have you ever played Dread? It works on the premise of delaying the inevitable - but the inevitable thing isn't success, but dramatic failure.
In Dread you have a tower of Jenga blocks. If you need to determine if something is successful, rather than roll a die, you pull a block and put it on top, just like you were playing Jenga. If the tower falls, bad things happen. In the core/basic version, the last character that made a draw dies. In other variations I have seen, it is a pretty catastrophic failure. And we know, as the game progresses, that tower *will* fall, eventually.
So, the thing they aren't putting off is a win, but a major loss. And yes, this does build suspense. But you pretty much know what the cost will be, the only questions are when, and who.