Conversation as combat
Would you enjoy a CRPG where some conversations work more like tactical encounters than normal dialogue trees?
The protagonist has enhanced empathy and can read and manipulate emotions like fear, anger, trust, or attachment. During certain conversations, you would need to react quickly, choose what emotion to push or suppress, decide what to say, and sometimes use violence.
The goal would not always be to “win” the conversation. You might get the information you need but damage the relationship, scare someone into cooperating, make them hate you, or create consequences that come back later.
I’m curious whether this sounds interesting as actual gameplay, or whether it would feel too quirky.