Imaculata
Hero
You should reward the choices of the form you want players to make. If you want players to make exquisite tactical plans, you should present them with situations where those plans work well, so that they'll win and be rewarded for those plans. If you want them to improvise and shoot from the hip, you should provide them with situations where that's the best approach. If you want them to use diplomacy, you should reward them when they use diplomacy.
Completely agree. I once gave my players full exp for overcoming an encounter with a bunch of giant crabs in a non-violent way. I even gave them bonus exp, because their solution was really clever (the Druid shape-shifted into a crab to bypass the monsters

And, if you want them to display the flaws of a character? Well, you should reward them for that.
^ This is perhaps even more important. When players take extra effort to play out their character flaws, it should be rewarded.
It's the optimal choice for the player, but it's not necessarily the optimal choice for the character. But it's a role-playing game, so I should be doing what the character wants, rather than what the player wants.
I have a player in my current group whose character acquired a magic lamp with a genie at some point. He made one wish, to have his ship restored after a costly naval battle, and then he wished the lamp to be far away from him. This was a fantastic role playing moment, that had the other players screaming in astonishment, but I rewarded him exp for it.
Because it made sense for his character. His character understood the danger of being in the possession of this powerful item that every good and evil person in the world would want to get their hands on. He knew that no wish came without a cost, and so he did the sensible thing, and protected the rest of the party against their greed.
As he explained it:
"He was a captain. He already had everything he needed; a ship and the open sea. He had no need for wishes. No good could come from it."
It probably would have been beneficial to him as a player (and to the rest of the party) to keep making more wishes. But his character chose otherwise.
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