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<blockquote data-quote="TheCosmicKid" data-source="post: 6790682" data-attributes="member: 6683613"><p>How is it an OOC problem? The character is deciding to become a warlock in exchange for (literal) dark power. It's only an OOC problem if the player doesn't roleplay this, the same as if they didn't roleplay multiclassing into cleric or wizard or any other class but just said, "I have these powers now." In which case, yeah, maybe you need to have an OOC talk with the player, but IC moves can be helpful too, and they certainly aren't "a sign of a bad GM". I'm not talking about screwing the character over; I'm talking about providing opportunities and prompts for them to roleplay. </p><p></p><p>Not in the old-school-paladin sense that powerful abilities can be balanced by restrictive roleplaying requirements, no. However, <em>encouraging roleplaying in general</em> can be very helpful. Fostering players' sense of investment in their characters leads to them making more in-character decisions, like "Maybe Bosgrund Boldblood wouldn't randomly make a deal with a devil for power." And if Bosgrund <em>does</em> make that deal, playing out the consequences of the decision in-character makes it a lot more palatable for everybody at the table than if if were just "Hey, look at this cool trick I can do because I'm a munchkin!" Spotlighting roleplaying reinforces roleplaying. That's not a bad thing. You may worry you're rewarding them for making a twink move -- but paradoxically, you're also probably reducing the chances they'll make the same move on a different character.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 6790682, member: 6683613"] How is it an OOC problem? The character is deciding to become a warlock in exchange for (literal) dark power. It's only an OOC problem if the player doesn't roleplay this, the same as if they didn't roleplay multiclassing into cleric or wizard or any other class but just said, "I have these powers now." In which case, yeah, maybe you need to have an OOC talk with the player, but IC moves can be helpful too, and they certainly aren't "a sign of a bad GM". I'm not talking about screwing the character over; I'm talking about providing opportunities and prompts for them to roleplay. Not in the old-school-paladin sense that powerful abilities can be balanced by restrictive roleplaying requirements, no. However, [I]encouraging roleplaying in general[/I] can be very helpful. Fostering players' sense of investment in their characters leads to them making more in-character decisions, like "Maybe Bosgrund Boldblood wouldn't randomly make a deal with a devil for power." And if Bosgrund [I]does[/I] make that deal, playing out the consequences of the decision in-character makes it a lot more palatable for everybody at the table than if if were just "Hey, look at this cool trick I can do because I'm a munchkin!" Spotlighting roleplaying reinforces roleplaying. That's not a bad thing. You may worry you're rewarding them for making a twink move -- but paradoxically, you're also probably reducing the chances they'll make the same move on a different character. [/QUOTE]
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