[MENTION=5142]Aldarc[/MENTION], [MENTION=29398]Lanefan[/MENTION] - I've got a lot of actual play reports on these boards, so they would give a pretty good idea of what I have in mind by drama/excitement/thematic choice.
Over the past 6 to 12 months the two campaigns I've played the most have been Prince Valiant and Classic Traveller.
In Prince Valiant the drama is often social as much as physical adventure - whom to befriend, whom to snub, whom to woo.
In Traveller the drama can be social/political, but more often is sci-fi adventure/thriller. In
Sunday's session, the players (as their PCs) had to make choices that include: (i) how to deal with arms smugglers they encountered in orbit, while engaging in their own undercover activity; (ii) whether to break into an installation they were spying on; (iii) what to do when pursued after deciding not to enter the installation (that pursuit was a direct consequence of the decision they made at (i)); (iv) how to handle being interrogated, once they surrendered; (v) in one case, whether or not to "go kinetic" and try to escape from captivity by overpowering a guard; (vi) having chosen to go kinetic, and having stolen a suit of battle dress, how to deal with the enemies in the base and the consequences of blowing some of them up with a plasma gun.
Some of the choices - especially at (iv) - reflected social and political allegiances, but at a fairly supericial level. It's not a thematically deep game in that sense.
What makes me contrast it with a game about
going to the library or
starting a trade or
trying to ingratiate oneself with nobles is that, at more-or-less every moment of play, the players
have to make a choice whose consequences - while not entirely forseeable - will clearly matter to how the fiction unfolds, both for their PCs and for the setting that the PCs are embedded in. (Eg the choices have implications for what the players anticipate to be a pending Imperial assault of at least some parts of the world they are currently on.)
And the converse of that is that there's basically no moment in play where the principle focus of activity is the players learning more from the GM about the contents or parameters of the setting. The few times when that happened (eg in clarifying some of the details concerning equipment; or in clarifying some points of geography) it was ancillary and in service of the real action.