The Artificially Prolonged said:
I'd play this game. The "conman" style would certainly be interesting, I can't think of any game that has really done that type of stealth gameplay.
The only games that come to mind for me are Neverwinter Nights 2 and the Geneforge series.
I had an enjoyable playthrough of NWN2 where I rolled a chaotic evil halfling bard, who would be the biggest dick to everyone he ever met right up until he needed something from them, where he suddenly started to ooze charm from every orifice. It worked well in a few situations, right before some big fights when a conversation window popped up there was occasionally an option to say "haha no you can't fight me I'm too charming", and this would actually work and you could get through a lot of encounters like this. Unfortunately, it was always just an extra button that said "you have a high enough stat - click this to not get stabbed and lose a pile of experience for not killing things", and in all other situations I just played the bongos at my party to make them not die in the unavoidable combat. Still wasn't as fun as that time I rolled a wizard who was canonically 52 years old, making him older than his foster father, and making that scene with the ~20 year old elf lady particularly creepy, but I digress.
Geneforge also suffered from this kind of problem, but less so - it was possible to never lift a sword but still win the game; you could win sieges by giving a rallying enough speech to the people camping outside, talk people down from fights before they leapt at you, and generally be a silver-tongued badass. It even gave you exp for doing it, so you didn't lose out for not killing people. Unfortunately, it was exactly the same system as before - if your leadership stat is high enough, then you can pick more dialogue options. The wordiest option is invariably the best one.
I like the direction that these games point in, but what I think we really need is some model of conversation that isn't just "pick the right thing". Yahtzee (again) had the decent idea of having a sort of conversation wheel, where each spoke represented a topic, and the cursor's distance from the centre represented how strongly you approached it, so you could move the mouse around in a nice fluid way to lead the conversation in various directions. The downside here, of course, is that you'd need about 7 years of voice acting to make this kind of thing possible.