In Skyrim, I didn't exactly roleplay, but I did try to have my character act with some consistency (or think of a narrative excuse for what I wanted to do). Skyrim's barebones character interaction in the midst of (in my opinion) very compelling and interesting main storylines (particularly the main quest, Dragonborn, and the Dark Brotherhood story) was the perfect balance to me. I felt like big, cool things were happening in the world, but my response to them was my own. For instance, I wanted to make a generally good-natured, but pragmatic and martial mercenary. He was a two-handed sword user, so I wanted to use the sword that grants lifesteal--but you can only level it up by "betraying your friends". I managed to find a way to do it that was consistent with my idea of the character--he wasn't malicious, but he hated orcs. He's a human soldier, orcs are the enemy (at least in most fantasy stories, despite being downplayed in TES). So he joined an orc clan, went into their stronghold, and slaughtered them all. Despicable enough to satisfy the daedric weapon but completely justified in his own mind. The sort of thing that never would have worked if my character had to talk.
(Side note--I do wish there were more "lawful good" options, like having at least as many Divine weapons as daedric ones.)