So a spin-off question from another thread. This one about warlock pacts...
If the idea of making a pact with some supernatural power in exchange for power is a key part of the fantasy, why are so many warlock players vehemently against the notion of that pact ever being a part of the actual fiction of the game?
In very simple terms: Because they know that that is a foot-in-the-door attack. Because players aren't stupid. They can quite easily see "This can and will be used to hurt you, badly" when it's dangled in front of them. So they vehemently speak out against it.
Why would I
invite the GM to screw me over repeatedly?
For example, if the patron makes a request or demand of the PC, the player can and will refuse. Or if the patron even threatens to undermine the PC's power, the player gets mad.
Because players know that this sort of thing gets
flagrantly abused.
It's precisely the same reason as why 4e ditched the utterly idiotic "your deity is your ultra-rich parent who will cut you off if you ever do anything that mildly displeases them" mechanic 3e introduced to the game. Players see their class features as something they have earned by playing. Having a
carte blanche for the GM to do whatever they want, whenever they want, for as long as they want, because they have absolute power over the patron and, thus, absolute power over the player character, is an
extreme demand, and players aren't stupid enough to just roll over and submit.
The pact is treated as entirely one-sided and permanent and anything suggesting otherwise is rebelled against or attacked.
I mean, in terms of folklore, that's how Faustian bargains worked. You weren't on the hook forever and ever for every little tiny thing your capricious, vicious, manipulative, deceptive pact-maker wanted, getting screwed over if you ever dipped a toe out of line. Instead, you just...had the power, and the price didn't come due until you died and your soul got dragged off to Hell.
Given
revivify, most players have a reasonable expectation of that not happening. They already made the sale. Why would that sale result in constant manipulation and harm from a capricious figure the GM can deploy to do whatever they want, whenever they want?
So which is it? Is the pact the central theme to the character and should be included in the fiction of the game or is the pact simply a light coating of irrelevant story over the game mechanics that we should never really bring up?
So, which is it? Something you are simply integrating into the experience for a richer, more interesting roleplay interaction, or is the patron a light coating of irrelevant story over the GM's ability to endlessly screw over the Warlock player that the player cannot criticize?
If you want the answer to the question, you need to view it from the perspective of the person accepting such an enormous submission--and you need to consider how the player
might not be super keen on such absolute submission of every class feature and characteristic of their character beyond their ability scores and hit points.