Bendris Noulg said:
This isn't about giving grand speeches or being over-acting hams; This is about becoming more involved in the story and rewarding Players for such efforts, thus making the story and interpersonal interaction as meaningful mechanically as combat is. After all, if a system for rewarding RP was ever "officialized", would it stop those that don't RP from advancing? Would it even slow them down?
Congratulations on having more free time than some of us, and living relatively close to your players...some of us aren't as lucky as that. I have two kids, and my wife and all my other players all have full time jobs, as well. Could we and have we had half-sessions, one-on-ones and e-mail conversations? Sure. Are they as rewarding as live play? Not for us.
That said, how are you proposing such rewards are implemented in a 'meaningful mechanical' way? Who defines 'good' roleplaying versus 'bad'? How do you quantify it's value? I'm not talking about peacably bypassing an enemy, I"m talking about all the different issues that role-playing would entail. If you have a system, and it works for you, then good. I don't see how one could be provided that didn't alienate some players for their chosen style of interaction.
Different RP-ing styles come across differently. Some people are intentionally hammy, and some aren't. Some are melodramatic, and some are stock serious. Which is better? Your reference to
'grand speeches and over-acting hams' gives off an air of 'I don't know
real roleplyaing...but I know what I like'. It sounds more like pure DM fiat than anything else.
If you have fun that way, and everyone thinks it's a fair system, then go nuts. But there's a reason it's provided as an optional system...and that's because I'd wager that more D&D players like it that way.