Matt, there's a lot of good stuff in this post, but... (hey it wouldn't be the Internet if we all agreed...).
As for goals and personality... my practical experiences are players who like to give their PC's goals, motivations, and all the rest of the trappings of rich characterization will do so, regardless of the complexity of the rules, and those that aren't interested in that sort of thing from the play experience won't. End of story (or should I say 'End of line' in honor the Tron sequel??).
Player interest in the external setting is a product of play itself. Player interest in the internal aspects of their characters; motivation, personality, etc. rests entirely on the player being interested in them. The relative complexity of the character mechanics has little to do with either of these things (at least w/r/t D&D).
Not me and my group. Some of the best characters I had the pleasure of running for were in 3e and 4e campaigns. In fact, our 3e game got turned into a semi-popular Story Hour (Burne link in my .sig) here, and I can't think of a better testimony to role-playing quality than "a bunch of strangers wanted to read stories about our characters for over a year".So I feel we're all being somewhat disingenuous when we say "Oh it's just as much about roleplaying as ever."
This seems likely, yes...Well, maybe it's not. If you give people a stack of cards with cool powers on them, they're going to spend their time looking at them, figuring them out, imagining how cool they'll be to use, and eagerly waiting for a chance to use them.
... but this doesn't follow. First off, why would simpler PC mechanics necessarily result in a greater interest in the setting? Don't players become interested in a game world because it's interesting? For my money, there's no "magic bullet" for securing and increasing player engagement. You have to present them with an interesting world which changes as they move through it (usually burning everything in their wake... damn PC's).If you don't give people anything, they'll pay attention to everything else. The world, the details, their character, his goals and personality. They'll be inventive, frightened, courageous.
As for goals and personality... my practical experiences are players who like to give their PC's goals, motivations, and all the rest of the trappings of rich characterization will do so, regardless of the complexity of the rules, and those that aren't interested in that sort of thing from the play experience won't. End of story (or should I say 'End of line' in honor the Tron sequel??).
Player interest in the external setting is a product of play itself. Player interest in the internal aspects of their characters; motivation, personality, etc. rests entirely on the player being interested in them. The relative complexity of the character mechanics has little to do with either of these things (at least w/r/t D&D).
This, of course, is simply excellent advice.So give them situations involving people in conflict with each other, the party, and themselves. Situations that can't be solved with their powers. Revel in ambiguity. Rarely should there be obviously correct things to do. Faulkner said the only thing worth writing about is the human heart in conflict with itself. Put that in your game. Don't let the players off the hook with easy solutions, put conflicts in front of them where it seems like everyone's right and everyone's in conflict.
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