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.
It's not exactly an intuitive process. It seems like politics would be an entirely seperate system with a lot of depth. Well as a developer I don't want to spend time creating two seperate games inside one environment, I want to incorporate the one into the other, thereby making the single system more interesting in its own right and allowing for a synergistic depth. What I would like to propose attempts to do this. These classifications generally stem more from skills and background that the individuals in question have than from any organization they may belong to.