If all consequences in the game were "desirable," they would not really be consequences at all, would they? If only desirable consequences are what people want out of an RPG, then the writer is not going to be able to write anything but a "heroic" Mary Sue who every NPC ass kisses 100% of the time - which is something that people here emphatically say they don't want.
I'm sorry, but that's just silly. Consistent, progressive skill growth is a reward players expect as they play any game. What you seem to be suggesting here is that the consequences of certain dialogue wheel choices should limit character skill growth.
I think when players say they want consequences with their choices, they are typically referring to things that are actually related. Killing Wrex in ME1 means that he won't be present in the rest of the trilogy. Destroying Maelon's research data in ME2 means that you won't have that data available to help Eve survive in ME3. These things are actually related, and are natural consequences of previous choices.
How a character might choose to deal with a quarian, volus, and C-Sec officer arguing over a credit chit, a krogan wanting fish from the Presidium, and a batarian bartender who tried to kill her are completely unrelated - but ME2 restricts one based on how you dealt with the other.
I think it is perfectly reasonable to have a dimension of PC that is less persuasive (IRL, not everyone is as persuasive as everyone else)...
I agree, which is why I would favor a reputation system or investing points in a coercion skill (ala DA:O).
and the P/R system in ME2 allows me to play that sort of character...
Any of the games allow you to play a non-persuasive character. All you need to do is choose the non-persuasive options.
There was nothing wrong with the way that the P/R system in ME2 was constructed to count and test an accumulation of actions within the game.
I disagree. There was a lot wrong with it. So much so, that
Ieldra wrote a detailed guide to explain the mechanics and help people navigate their way through the game.
Call it by different labels if you wish... I'm personally not hung up on that part of it.
The reason that I'm referencing a reputation or coercion system is to get away from the ME2 mechanics that required you to have accumulated 70% of all available paragon points to enable paragon choices or 70% of all available renegade points to enable renegade choices. These mechanics made it very, very difficult to play a balanced character, and also required you to do much of the side content to earn those points. And if you screwed up early on - once you lost the paragon options (for example), you had no way to earn any more paragon points.
I'd prefer a system that allows the growth of general persuasion skills while still playing a more balanced character.