Wow, that first post was horribly handled. Now that the community is up in arms and lines are drawn in the sand, responding in with something in the OPs favor seems very dangerous to me. Hopefully I can keep things calm while elaborating on his points he probably meant to make, but did a terrible job of making.
I'm bringing to bear several years of experience in Tabletop RPing from the DM side of table. What RP events are really, is a bridge between Tabletop and MMO RPGs. The interactivity and actual ROLEPLAYING of TT and the visual experience of the MMO. Now DMing is a ridiculously complicated task to do well. You have to monitor your players emotions constantly and react to them, while exercising your creative muscles and your literary skills to describe an adaptive, interactive world where the players live out their fantasies in the constant Illusion that what they are hearing you describe, is in fact real. The hallmark of a game ran by a good DM is that the players react emotionally as if they were their characters.
In RL stuff happens everyday that people don't like, nothing to do about it but live with it. This isn't fun though. Every DM sooner or later realizes that people just don't like not having a choice in things. If your group your running doesn't want to go fight your ogre high priest of man-eating doom, they're not going to. Unless of course you force them to. They'll fight your ogre, but they won't be happy about it, and most of them won't have any fun. In TT it's the equivalent of gaming group genocide. When a group stops having fun, they stop getting together for games, and there is no group. In TT this technique is commonly called "Railroading, Leading-by-the-nose, or Ghetto DMing (because it shows a lack of skill on the DM's part)"
The choice doesn't have to be blatantly obvious. It can even be subconscious. In this example there will be a situation very similar to the one the citizens of Dalaya are facing. A group of adventurers wanders into a town where the denizens have a strange disease, and the DM has planned his game for tonight around finding the cure. To the DM it would be a disaster if the players were like, "Screw sick people, lets get the hell out of Dodge before we get sick." All that work is ruined, and now the DM has to think on his feet and come up with a decent new 4 - 6 hour game off the top of his head with no prep. It's not a good situation. In both of the following examples the DM will 'force' the players to play the game he has prepared. In example A the technique of choice will be Railroading. In B I will use motivation control.
Example A:
Players walk into town (Description goes here)
Players: Wow, whats wrong with everyone?
DM: Some people have blisters and boils on their faces, a child is wretching in the streets. They are obviously very Ill.
Players: Screw that lets get outta here, I don't wanna get sick.
DM: You turn and leave then?
Players: Yea we're gone, I don't mess with plagues.
DM: Alright, you leave town. After a couple of days on the road, your halfling begins to feel very cold, his skin is hot to the touch, and he begins shaking uncontrollably.
Players: Oh crap, he's got the damn plague doesn't he?
DM: I'm afraid so.
Players(the cleric). I cast Cure Disease.
DM: A warm glow suffuses the halfling, but his skin is still hot, and he doesn't feel any better.
Players: (getting slightly angry) So it didn't work?
DM: I guess not.
Players: Didn't you read the spell description? It says it cures any disease!
DM: Not this one, Me = DM, this game = My world. Rule #1 in this game, remember? (Thats actually in the rule books btw)
Players: So we're supposed to go back and explore that town now right?
DM: That would be a good guess.
The players then explore the town, discover the cure, and the rest of the night goes ok.
Notice how the illusion and flow was destroyed as players leaped for the rule books? The game functionally stopped dead, and tempers flared. It was only through exercising sheer force of will that the DM kept everything in line. I've seen games explode for this. All the players leave angry, the DM doesn't understand what just happened. And the anger goes on to destroy further games with that DM as his reputation for being 'Ghetto' builds. Gods forbid he should introduce any new players to the genre, because they could be turned off for life.
Example B:
Players walk into town (Description goes here)
Players: Wow, whats wrong with everyone?
DM: Some people have blisters and boils on their faces, a child is wretching in the streets. They are obviously very Ill.
Players: Screw that lets get outta here, I don't wanna get sick.
DM: As you turn to leave, a young woman woman dashes out to the street from a nearby house. She is wailing and tears are leaving streaks in the dust on her face. She turns desperate eyes towards the party and runs towards you, yelling "Help me! Please!"
Players(Cleric): I step forward and stop her.
DM: She stops before you and kneels at your feet. She holds her arms up to you in a pleading gesture. She yells up at you in a choking voice, "My mother, she's very sick, please help her!"
Players(Cleric): Guys, I want to check this out.
Players: Crap I don't want to catch whatever is going around here.
Players(Cleric): It'll be alright, the gods will protect us, now miss, where is your mother?
Another tear jerking scene plays out where the mother offers her substantial life savings to the players if they will help her. The rest of the night goes smoothly and everyone enjoys the drama.
Flow was unbroken, true emotion was invoked, an excellent game.
To quote the matrix, the problem is choice. If your going to encourage roleplaying, there should be more than one role to play so the players interact with each other and the world in a meaningful way. Otherwise, it's obviously forced and fosters negativity at worst, possibly boredom at best. That being said, for me, any opportunity to Roleplay in an MMO (roleplay in the real sense, with other players) is a godsend, and I'll take what I can get.