This is a common comment that sometimes pops up, and I can understand where it is coming from. However, I think there are a few things to discuss.
Roleplaying means a lot of different things. I doubt anyone could agree on what it is really, but each table has an idea of what they want. That’s all that really matters. If the group’s idea of roleplaying is the Critical Role improv-for-hours style, then TB is not a system that supports that.
Instead, its focus is on mounting pressure, the grind, and the dungeon crawl. It has a laser focus on these aspects. The grind is the engine that shapes meaningful choices and, in turn, creates opportunities for roleplaying. So, everything in the system supports roleplaying at every level, but it is focused on survival in the dungeon.
I believe Torchbearer encourages roleplaying because it is reinforced by mechanics (e.g., belief, creed, goal, instinct, help, wises, etc).
The mistake I see some groups make is that people just resort to the mechanics without giving the roleplaying its proper due. Nothing happens without roleplaying in Torchbearer. You can’t access mechanics without roleplaying, so in that regard, the sentiment is a little baffling.
So it is a different style of game. It is not meant to be D&D 5e or Gurps, which is just an empty shell filled with whatever people at the table want. But it presents a great opportunity for roleplaying desperate situations and difficult choices and learning how to survive together.
In my experience, the GM can only affect so much, but there are things to be done.
- Focus on Beliefs. Make sure the Beliefs are ones that really motivate the players. Make sure to present Twists that present choices that create conflict with these beliefs.
- Lean on Wises to inform your dungeon design. If someone is skeleton-wise, make sure you have some lore or something that engages with that. The players are providing input that should not be ignored.
- Present interesting NPCs in the dungeon to engage with. Present common threats that can only be resolved through social interaction that promotes roleplaying and social conflict.
- Encourage roleplaying of conditions. If someone is Sick, then have them ham it up for example.
- The camp and Town phases are moments for the players to make the situation their own. Follow their lead for downtime moments where they can have longer conversations or reflections.
- Each time the players invoke something on their sheet, we should be learning about them. They can incorporate backstory to explain why they know something from a wise or how a trait comes into play.
- Let the game’s hardship reveal their personality. We grow to learn more and more about the characters through each obstacle.
- Only call for truly dangerous tests that engage with the blocking obstacle. Only roll dice when it matters.
- Control pacing with the Good Idea, which rewards roleplaying creative solutions.
- The Rewards are all about rewarding roleplaying. So make sure everyone understands how they receive those rewards and have them play to those.
So, although I understand that some people focus on the procedural part of Torchbearer, that doesn’t mean it lacks roleplaying at all. Quite to the contrary, I think it is more about the group tuning into the balance between roleplaying and the natural beats of the adventure (the obstacles and the grind).