Now, my question here: do you people find that some systems allow for role-playing better than others?
I wouldn't say particular rules system
dis/allow anything.
However, rules systems
rely on different components of the game. If you create a rules light game system, this game system will by definition not include all the particular cases and thus, rely on DM fiats, players winging it, and thus role-playing to fill in the gaps. That's what a system like the Storyteller (TM) system does.
D&D does that less. It is extremely codified, and less particular cases are left for adjudication on the spot. DMs running into such particular cases have then a hard time to adjudicate within the frame of the game system because it's harder to have a clear view of the big picture, or how the system is supposed to work, as opposed to how it actually works in the game. Fundamentally, that's a problem of prep time for some, and psychology for many. If you start to think that D&D is too mechanical and too hard to grasp, you won't have any chance to understand the big picture, basically.
I still think that these metagame design/DMing rules are cruelly missing from the DMG. That's a real lack: there should be a chapter/book about "create your own rules: basic metadesign principles of the d20 system".
Do you find that D&D gets in the way of role-playing, that you have to pay conscious attention to the rules of the game, and that this gets in the way of your role-playing experience? And, if you do find some systems work really well for role-playing, what systems?
D&D doesn't impede role-playing. However, many players and/or DMs have a hard time to grasp the big picture, as explained above. Therefore, they will think about rules consciously, which will be put in conflict with the immersion in the game world.
Systems that rely more on role-playing are generally rules-light or rules-light with the option of adding/discarding some complex aspects, like the Storyteller with automatic successes rules, or GURPS, or INS/MV. Etc.
To play D&D and role-play to your heart's content, you have basically two solutions:
- prep more and learn how the big picture, the logic of the system, not the system itself, works. That takes some time but you can do it bit by bit, by experiencing the game. Nothing replaces the actual play experience, of course. And some reading. Including the parts of the DMG that "experienced DMs don't read".
- don't be so hard on yourself when you're winging it, and that includes the players not falling on your back as soon as you DM adjudicate something. Everyone takes a step back and tries to enjoy the game rather than showing off this or that inconsistency with the "almighty rules".