I'll try. Let me start by repeating my example:
The PCs are looking for a werewolf that is terrorising the countryside. One of the PCs is interacting with an NPC farmer, talking about the weather and the price of goats. Then the PC (as controlled by his/her player) brings the topic of conversation around to the real issue at hand in the game - does the NPC have any ideas who the werewolf might be?
Now, unbeknownst to the players, the NPC does know who the werewolf is - it's her nephew . But she wants to keep this secret, because she doesn't want her nephew skewered by silver arrows. So the GM decide that the NPC will lie to the PC.
Now, in my view, at this point we have got to the core stuff of the game. There is conflict in the fiction - the PC wants to learn something that the NPC wants to keep secret. And there is the need, at the table, to collectively work out, in some fashion, how the fiction develops. Will the PC get what s/he wants, or not?
I see "system" as the method for working out, at the table, how the fiction will proceed when the stakes are serious. It is not uncommon to see people (including posters on these boards) say "system is important for combat, because my PC might die, but otherwise we don't need it". I tend to think that this just emphasises that life or death in combat is one common serious stake in an RPG, but it is not the only one.
In the social conflict that I've described, there are a range of possible systems for resolving it. At least some involve the dice coming out, but I don't think that this means we're suddenly not roleplaying any more (and "rollplaying" instead). Rather, I tend to think that (at least in a good RPG that also uses dice) when the dice come out is exactly when the heavy duty roleplaying has started. This is when we really find out what the PCs are made of, and what the players care about!
Now, if when playing some particular system the fiction drops away as soon as the dice come out - the game turning instead into a "boardgame" or "skirmish game" a "wannabe videogame" - then that shows either (i) that something is wrong with the mechanics, or (ii) that something has gone wrong with the procedures of play for the particular group. This is the import - for me at least - of [MENTION=99817]chaochou[/MENTION]'s summary upthread. In an RPG the system has to mediate from fiction to fiction, not make the fiction drop away. If the system does not care about the fictional position of the PCs, then it is a bad system.
Even when a system does care about fictional positioning, though - which means there is no problem (i) - there can still be issues with a particular group's procedures of play - option (ii).
Bedrockgames give's an example of what I mean by this:
What does "I roll my diplomacy skill" mean? What is the fictional framing in which the situation is engaged, and what are the consequences in the fiction of a successful or failed roll? To me, this sort of example doesn't show "rollplaying" vs "roleplaying". It is an example of roleplaying dropping out because, in a particular group's procedures of play,
the fiction has dropped out.
Some systems have explicit procedures to try and make sure that the fiction doesn't drop out - Burning Wheel's "intent and task", for example, which must be established as part of any skill check. The 4e DMG and PHB have similar, although less clearly stated, requirements for making a check in a skill challenge. But there is no way of ensuring that groups will follow these procedures, as the number of threads on "skill challenges as mere dice rolling" illustrate.
The
degree of specification of the fiction, on the other hand, I think is a matter of group taste, and different systems support different approaches. In some groups, "I say a few soothing words to calm him down" will be enough fictional detail to underpin a diplomacy check, just like in some groups "I attack the nearest orc with my sword" is enough fictional detail to underpin an attack roll. Other groups and other systems might insist on more detail in one or both situations before the system becomes meaningfully engaged.
But I agree with chaochou - provided we're talking about system mediating a developing shared fiction (with protagonists and their supporting cast at the centre of that fiction) then we have roleplaying.
I don't agree that free roleplay is not system. When a player has his/her PC persuade the GM's NPC via free roleplaying, this is not the player persuading the GM -
that would be, for example, a player getting a reroll of a failed save by persuading the GM that the die was cocked.
Free roleplaying involves making decisions about what a PC/NPC knows/feels/hopes etc, about what s/he will say/do, and drawing inferences about how the words and actions of other characters in the fiction will affect all that. The GM doesn't have an NPC change her mind because s/he, the GM, has changed her mind. It happens because she decides that "this is what the NPC would do in this situation". That is a system of adjudicating changes to the content of the fiction.
The GM bluffing the players is particularly curious case, because GMing involves withholding information from the players as a routine part and very important part of the job. When the players ask "What do we see?" you have to be able to answer "Nothing" without smirking so badly as to give away that the room is actually full of invisible stalkers.
When playing a bluffing NPC via free roleplaying, the GM (at least in my experience) deliberately has the NPC say certain things, or deliberately inserts certain cues into his/her "performance", which the players are then expected to pick up on. Again, this is a system.
But there is still system here, isn't there? The system for percpetion is (1) describe where your PC is looking (prefereably in 1st person), and (2) describe how intently your PC is looking. (Out of curiosity, what sort of considerations motivated players in choosing whether to glance, to peer, to study, etc?) Then the GM, based on his/her conception of the relevant fictional situation, tells the player what his/her PC sees.
It's a while since I've played this sort of game. My preferred vehicle for it is Basic Roleplaying (especially Cthulhu). It seems to me to give a lot of power to the GM (because of the centrality, at step (2), of the GM's conception of the fictional situation). I therefore have to be pretty confident that the GM is going to give me an interesting experience!
Acting?
Although there is a lot going on in talking about "the way they present their PC to others is considered from the perspective a fictional personality".
I mean, consider playing the Tomb of Horrors in old-school mode. The PCs are just vehicles for the PCs to confront the challenges - we don't know what the fighter's favourite colour is, or where he was born, or anything like that - we just know that he is following the red path down the corridor to the open-mouthed demon-statue.
This is roleplaying by chaochou's definition, I think - there is fiction leading to and framing the engagement of system leading back to the fiction. But the fiction is not a fiction about genteel souls. It's a fiction about gritty dungeon exploration.
My own view is that, if I want to play a game in which favourite colours, and place of birth, come to the fore, then I certainly won't choose the ToH - I'll set up scenarios that make these things
matter, so that the fiction which feeds into the system is fiction in which birthplaces are at stake ("Who is the last survivor of the ruined city of Entekash?"), and the system in turn generates new states of the fiction that continue to prioritise these matters.
I personally find games in which players create these deep personae for their PCs, but those personae have no relevance to play except to create the occasional bit of flavour around action to which it is otherwise irrelevant, slightly annoying. The most ruthless statement of this view would be "If it's not relevant to play, don't bore me with it!" I'm not quite that ruthless, but I have had too many bad experiences playing with thespian dungeon-crawlers, and wanting to shake them all and say "If you care about these aspects of your PCs so much, then what the hell are you doing playing a dungeon crawl game?!"