Question: How should a GM role-play a torture scene for a PC?

In one of my games, one of my PCs will be captured by the enemy who wishes to get information from him, using... less than ethical methods.

Leaving whether or not the information is divulged to a dice throw seems a waste, but on the other hand, it's hard to force a player to give up info if he doesn't want to.

I'm playing an L5R campaign, with the L5R system.

Answer: 
**Rationale should influence approach**

I guess this all depends on the narrative purpose of the torture scene. Does it *need* to be played through? If not, go with some of the other suggestions here. Say 'you were tortured and move on.' It's good advice.

If you feel that there is some important reason that you play through the scene proceed with caution. I've run torture scenes in the past but have always 'faded to black' before the actual torture takes place. Showing some nasty/out of left filed torture devices and having the villains talk of what they're going to do is enough. It seeds enough enmity and provides for roleplaying opportunities.

**Player Agency**

The tricky question of player agency is important too. In my experience, players don't like having their characters knocked out, tied up, gagged, etc. It takes them out of the scene and can make them feel frustrated. It's a tricky task, but if possible I'd play to their character's strengths while letting the scene play out. Regnar the barbarian won't break. Loki the thief sows disinformation. Find ways to let them play their characters being tough, smart, cunning so that they don't simply feel as though they're being railroaded or restricted.
I suggest the following: make it a part of the narrative. Make the character get hurt. Inflict some damage on him, use insanity rules if your game has them. Get into the character's psyche. Tell the player that if he doesn't comply, he'll get hurt. A lot.