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Items20

1

Fallout: New Vegas (2010)

by game_tinkerer  • 
Fallout: New Vegas
Game
8.7/10on IGDB
Released
A character's knowledge can become leverage in a conversation, with skills opening arguments that a purely combat-focused courier would miss. Faction interests and earlier decisions give those checks a useful setting beyond winning an isolated exchange. This is the original 2010 game, with dated combat and technical roughness. Many situations offer satisfying alternatives to shooting, but a persuasive build is not a promise that every hostile creature or quest will negotiate.
More about Fallout: New Vegas
2

Disco Elysium: The Final Cut (2021)

by game_tinkerer  • 
Disco Elysium: The Final Cut
Game
9.4/10on IGDB
Released
A failed attempt to impress someone can reveal as much about your detective as a successful interrogation. Skills interrupt with observations, impulses and questionable advice, making character-building part of how you talk. It has no conventional battle system to compete with the conversations; investigation and dialogue carry the conflict. Choose it for meaningful embarrassment and difficult human encounters, with extensive reading and adult themes rather than a guaranteed string of clever victories.
More about Disco Elysium: The Final Cut
3

Baldur's Gate III (2023)

by game_tinkerer  • 
Baldur's Gate III
Game
9.5/10on IGDB
Released
Dice rolls make a risky lie or an informed appeal feel like a consequential action. Background, class, skills, spells and earlier discoveries can all give a conversation more possibilities, while companions make some decisions personally uncomfortable. Its substantial tactical battles remain a central attraction. A character skilled at handling people can open a different route through a situation, and an unsuccessful roll can lead somewhere worth playing through.
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4

The Outer Worlds 2 (2025)

by game_tinkerer  • 
The Outer Worlds 2
Game
6.9/10on IGDB
Released
A difficult meeting can reward several different kinds of preparation: skills, background choices and information discovered much earlier can all provide leverage. That gives its faction negotiations the satisfaction of arriving with a well-built character, not merely selecting the kindest response. The 2025 sequel still has plenty of first-person combat and corporate satire. Choose it for conversations that acknowledge your accumulated choices, rather than expecting persuasion to replace the whole action campaign.
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5

Pillars of Eternity II: Deadfire (2018)

by game_tinkerer  • 
Pillars of Eternity II: Deadfire
Game
8.3/10on IGDB
Released
Diplomacy and other non-combat skills give an otherwise battle-ready party ways to handle island disputes and competing factions. Backgrounds, reputation and companions make the social context worth paying attention to as you choose an approach. You can play its substantial fights in real time with pause or turn-based mode. The attraction here is a campaign where negotiating a problem can sit naturally beside tactical victories, with dense lore and reading throughout.
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6

Griftlands (2020)

by game_tinkerer  • 
Griftlands
Game
7.6/10on IGDB
Released
Negotiation has its own deck, resources and tactical decisions, so persuasion becomes something you practise and build around. Relationships can help or complicate that deck, connecting the people you deal with to your practical chances of success. Combat has a separate system and remains important. Choose it if you want talking to receive comparable mechanical attention to fighting, with roguelite runs and card strategy rather than unrestricted free-form dialogue.
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7

Esoteric Ebb (2026)

by game_tinkerer  • 
Esoteric Ebb
Game
8.1/10on IGDB
Released
Arguments inside the cleric's own head turn a simple exchange into a clash of abilities and convictions. Dice and branching dialogue let you commit to an absurd position, succeed unexpectedly or leave a mess that becomes part of the story. This 2026 CRPG places conversation and political investigation at the centre. Its pleasure is performing a fallible character in a strange city, with heavy reading and comic consequences instead of a routine persuasion button.
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8

The Age of Decadence (2015)

by game_tinkerer  • 
The Age of Decadence
Game
8.5/10on IGDB
Released
A merchant or loremaster can approach quests through influence and knowledge rather than treating conversation as preparation for the same fight. Your skills and allegiances open some routes while closing others, giving a successful exchange the weight of a specialised build. Its hard checks and brutal combat punish a character spread too thin. Choose it for committing to social competence, with the acceptance that one playthrough will not see every available path.
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9

Colony Ship: A Post-Earth Role Playing Game (2023)

by game_tinkerer  • 
Colony Ship: A Post-Earth Role Playing Game
Game
Released
Getting through a faction dispute with the right social skills can feel as deliberate as arranging a winning tactical position. The ship's divided communities give diplomacy practical stakes, while skill-based quest routes reward thinking about what your party can actually do. Combat is dangerous, and an unfocused character may struggle with both approaches. This is a demanding choice for players who want negotiation to depend on development and allegiance rather than goodwill alone.
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10

Alpha Protocol (2010)

by game_tinkerer  • 
Alpha Protocol
Game
7.5/10on IGDB
Released
You often have to choose a tone before you feel ready, and the person opposite you may value professionalism, charm or provocation differently. Relationships and earlier operations can change later opportunities, making the conversational approach part of the espionage. It is not a peaceful dialogue adventure: stealth and shooting occupy plenty of time and can be clumsy. Choose it for the unusually reactive dealings around those missions and the tension of answering under pressure.
More about Alpha Protocol
11

Tyranny (2016)

by game_tinkerer  • 
Tyranny
Game
8.4/10on IGDB
Released
An argument matters differently when you have the authority to make a ruling. As a Fatebinder, you weigh law, faction interests and personal judgement, with reputations and earlier decisions affecting how others receive you. The result is more interesting than choosing between a polite answer and a threat. Party battles remain substantial, and the world is deliberately oppressive. Its strength is making you consider what your persuasive authority is actually being used to accomplish.
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12

Divinity: Original Sin II - Definitive Edition (2018)

by game_tinkerer  • 
Divinity: Original Sin II - Definitive Edition
Game
9.0/10on IGDB
Released
Race, background tags and persuasion can make the same encounter unfold differently depending on who does the talking. Even an animal may have something useful to say if you develop the appropriate ability. That encourages a party to think about its social tools as well as its damage output. Combat is frequent and demanding, so choose it for the useful alternatives and discoveries between battles, with a long campaign built around both systems.
More about Divinity: Original Sin II - Definitive Edition
13

Torment: Tides of Numenera (2017)

by game_tinkerer  • 
Torment: Tides of Numenera
Game
7.6/10on IGDB
Released
A conversation can draw on your abilities, companions and willingness to spend resources, making a difficult exchange feel like an encounter rather than a pause in play. Its strange people often need understanding more than another weapon aimed at them. Combat exists, but reading, investigation and choices dominate much of the experience. Choose it when the appeal is finding an approach that fits your character, with unfamiliar terminology and substantial dialogue to work through.
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14

Planescape: Torment - Enhanced Edition (2017)

by game_tinkerer  • 
Planescape: Torment - Enhanced Edition
Game
8.4/10on IGDB
Released
An insightful question can change how you understand a companion, an old obligation or your own past. Mental attributes and the paths you pursue give conversation more importance than simply gathering quest instructions. It still has battles and older interface conventions, even in the Enhanced Edition. Choose it for the satisfaction of understanding and articulating an idea, with a willingness to read at length rather than expecting every exchange to be a short tactical puzzle.
More about Planescape: Torment - Enhanced Edition
15

Vampire: The Masquerade - Bloodlines (2004)

by game_tinkerer  • 
Vampire: The Masquerade - Bloodlines
Game
8.6/10on IGDB
Released
Persuasion, intimidation, seduction and some supernatural abilities let a conversation reflect the kind of vampire you have developed. Clan differences also alter social access and dialogue, giving the city's dealings texture beyond a universal charm statistic. This is the original 2004 RPG, whose later sections rely much more heavily on combat and whose PC release has technical rough edges. The recommendation is for its rich early and middle social spaces, not a fully peaceful campaign.
More about Vampire: The Masquerade - Bloodlines
16

Arcanum: of Steamworks and Magick Obscura (2001)

by game_tinkerer  • 
Arcanum: of Steamworks and Magick Obscura
Game
8.9/10on IGDB
Released
A persuasive character can gain followers and uncover solutions that make social development feel like a genuine route through this industrial-fantasy world. Intelligence, background and the society around you affect more than the appearance of the dialogue box. Its freedom comes with old interfaces, uneven balance and awkward combat. Choose it for seeing a character's capabilities change a negotiation, with patience for an ambitious 2001 RPG that leaves considerable work to the player.
More about Arcanum: of Steamworks and Magick Obscura
17

Fallout 2 (1998)

by game_tinkerer  • 
Fallout 2
Game
8.9/10on IGDB
Released
Speech and intelligence can change what you can ask, understand or talk someone into doing. The wasteland's local disputes give those abilities useful outlets, making a socially capable character feel different from one built solely around weapons. This is the original turn-based sequel, with an unforgiving opening and many hostile encounters that will not become conversations. Its appeal lies in the quest-level alternatives and reactive writing, alongside a strong tolerance for older RPG conventions.
More about Fallout 2
18

The Outer Worlds (2019)

by game_tinkerer  • 
The Outer Worlds
Game
7.7/10on IGDB
Released
Persuading, deceiving or intimidating people can open practical routes through a corporate colony's problems. Skills and companions give a ship captain leverage, while the writing makes the interests behind an apparently reasonable proposal worth questioning. This entry is the original game, not its sequel or Spacer's Choice Edition. Expect a relatively approachable first-person RPG with plenty of fighting; the conversations supply useful choices and comic friction rather than replacing every encounter.
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19

Dragon Age: Origins - Ultimate Edition (2010)

by game_tinkerer  • 
Dragon Age: Origins - Ultimate Edition
Game
8.6/10on IGDB
Released
Investing in coercion gives persuasion and intimidation more substance, while companions' approval means winning an argument can still leave someone close to you unhappy. Origins and relationships give decisions a context beyond an isolated check. The Ultimate Edition includes the base campaign, Awakening and additional content. This remains a combat-heavy party RPG with dated presentation; choose it for negotiations and difficult group decisions woven into that adventure, not for a campaign without battles.
More about Dragon Age: Origins - Ultimate Edition
20

Sovereign Syndicate (2024)

by game_tinkerer  • 
Sovereign Syndicate
Game
7.5/10on IGDB
Released
Tarot-based checks and skills developed through use give the conversations an element of risk and character growth. Three protagonists move through a Victorian steampunk city where people react to their identities as well as their chosen words. Its encounters are primarily narrative rather than a separate tactical battle system. Choose it for social investigation and different perspectives, while accepting that the story's overall course is more directed than its abundance of small dialogue choices may suggest.
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