DrunkonDuty
he/him
This method reminds me in a way of drama tokens in DramaSystem, at least w/rt forcing and blocking a force.
The thing I love most about DramaSystem though, and the part I have stolen for DFRPG/GURPS, is that you're forcing an emotional concession, not a practical concession. You can make the cold haughty king feel something towards you, but practical considerations might keep him from doing anything concrete. ("Almost I wish for your sake that I could free your husband, but politically I'm afraid it's impossible.") You can cleverly manipulate the Greedy dwarf into wanting your money, but whether he sells his wedding ring or his kids to you or not, well, that depends on roleplaying, not mechanics.
Interesting.
On the one hand, an emotional pay-off is good. It adds a cool dimension to the the game. And for many players would be a worthy thing in itself.
On the other hand, for many players not getting a practical result is equal to a failure.
Does the system allow for, or at least explain the potential for, some future pay-off? Either in a short term way, something like "The king is feeling some sympathy toward you. You may be able to get some concessions to him now, perhaps some sort of service for which the king release your husband."
Or something longer term; say in some future negotiation with the king this shred of sympathy grants you some bonus to your check.