Pielorinho said:
Can you give me an example of what it would look like to "get away with" roleplaying elements?
Sure.
Two examples:
1) One of my players reaches for her dice whenever she wants to talk to someone. She says "I roll Diplomacy against him." I say "No, roleplay the encounter, if it does not go the way you want it to, then we will roll a Diplomacy to see if you can persuade the NPC more."
If I just let her roll, she is not roleplaying and "getting away" with letting her good Diplomacy skill take over the roleplaying aspects of the game. The skill is there to supplement the roleplaying, not to take over for it. I do not disallow her to roll at all, I just do not allow her to roll first and not play it out.
2) A lot of times in a game, players will forget to talk about something that they wanted to talk about to an NPC. We will roleplay a discussion and 15 minutes later, a player will remember he wanted to say something else:
Player: "Oh btw, I wanted to ask the innkeeper about the horse."
DM: "Ok, go back and talk to him about it."
Player: "No, I wanted to ask him about the horse when we were there and my character is smart enough to have done that."
DM: "Sorry, you forgot and so did your PC. Go back if you want to do it."
Player: "We cannot do that, we will miss our meeting with the mayor."
DM: "Oh well."
If I just let the conversation go back in time, the player is "getting away" with changing the events to his advantage. Sometimes if it is trivial, I might allow it. Or sometimes, I might allow an Int roll to allow it. But, usually I want my players to earn what they get and not slide by with sloppy roleplaying. You roleplay well and believably, NPCs tend to react more favorably. You roleplay like you are playing a cartoon character, they tend to react less favorably.
On the other hand, as DM, I will occasionally go back in time on a conversation. Sometimes, there is important information that an NPC needed to say to the players for plot, or storyline continuity, or whatever. Usually, I just interject what needed to be said. But, if I do this and the players want to play the roleplaying encounter differently, then I usually allow that (depending on what happened in the interim). It is not fair to them to just drop info on them and not let them react to it.