An essay from Jhyrryl , wherein Mike proposes a system of fluid advancement within a character archetype. Generally speaking charisma in a multiplayer game turns out to be a superfluous stat since the player behind the character is controlling how that character is portrayed, and other players determine how their characters feel about him or her without any knowledge of the statistic. When charisma does get used, it tends to modify prices for store-bought items, again something that isn't used in games where players are producing their own goods and selling them to each other. The answer is that not every adventure should revolve around running a sword or lightning bolt through the heart of some monstrous creature.
Political intrigue can be quite exciting and act as the driving force behind wonderful stories.
Don't miss this one. IMHO, the only time a real-world religion should appear in a fantasy world, is when that world is based entirely on the culture that that religion came from. I see I didn't quite make my point. There's an example of something that has to come from the right culture. You don't walk down the cobblestone street, buying a pastry from a cart on your way to the local 3-story marble Shaman Guild Hall to learn a new spell.