Let's say that you are out with a friend and you bump into that friend's boss, who is a massive egotistical jerk. You know that your friend has been gunning for a promotion because his wife is pregnant and they could really use the money. So your friend starts kissing up to the guy.
You can:
A) Stay out of the conversation and politely wait for your friend to finish.
B) Join the conversation and try to help your friend.
C) Tell the boss exactly what you think of him.
You might be bored if you pick A.
You might feel dirty if you choose B.
And, yeah, there might be hell to pay if you pick C. At the very least your friend is less likely to get that promotion and will probably be angry with you as a result.
That's how it goes. What else would you expect?
Iin real life, if I'm attacked by orcs they win. And I've never inherited a magic heirloom either.In a real life situation where your friend whose driving gets pulled over, how often do his three passenger friends start piping in on the conversation. Generally only when he starts failing his persuasion checks. And even then, it's generally only one person. "Officer, what he's trying to say is that he has insurance, but he left the card at home." This same format often goes for speaking to bosses at a meeting (mostly because people just want to get out of the meeting), and a group speaking to people they don't know. Ever see a group of 18 year-olds try to speak to a group of girls, 90% of the time they have a front man doing a lot of the talking.
So I don't think it's fair to declare an RPG dialogue to be any different.
Why is my model for FRPG dialogue me? That's not my model for anything else in a RPG.
Why isn't it King Richard meeting and swapping gifts with Saladin's brother (to point to some real-world example of charismatic individuals). Or why isn't it Robert Downey Jr or Julian Moore or even Jack Black in a film? Just like my models for combat are Jet Li, the knights in Excalibur, and Wolverine.
In the example from Curse of Strahd, this is not a meeting between a boss and a downtrodden underling, or between a police officer and a hapless driver. The PCs are personalities in their own right, protagonists in a fantasy adventure, with prowess in arms or magic or both. The Mad Tyrant is among peers.
Why can the barbarian not speak and contribute to the endeavour, if that's what that player wants to do?The barbarian can still speak, but he should allow the person who used his resources to use diplomacy to shine. The barbarian used his character resources to run fast, or take damage, or deal damage, etc. The diplomat doesn't always try to block his way every time he wants to run fast, or be on the front line, or deliver the killing blow.
Conversely, if the player of the diplomat doesn't want the barbarian to kill a particular NPC, isn't it his/her prerogative to have his/her PC do something about that?
I am talking about the OP's response. Not some simple conversation with a barkeep or random encounter. The OP's roleplay encounter was obviously important to the story.
Meeting a tyrant is not a random encounter.
Why is ths social encounter scripted? Is that how combats are meant to be run too?These are also players talking to one another. Not a scripted or close to scripted encounter with a pivotal NPC, who is run by the DM.