So for each dialogue, you would manually determine which stats are relevant, what the threshold should be for an important segment, and what the different responses should be - such that, sometimes, driving Doubt up would get you a favourable result, sometimes it would backfire, etc?
Yes. Essentially, we're evolving the AoD dialogue system. All characters in AoD could be defined in such a way and the dialogue lines were written with these 'stats' in mind.
How much of the info, if any, would be visible to the player?
After each line the player will see the exact effect. For example:
“Hands where I can see ‘em,” says one of the thugs, a skinny man with a sharp face. “Empty your pockets, real slow-like.”
1. Show him the access card.
2. [reputation: combat] “You have five seconds to fuck off…”
3. Kill ‘em all.
/rep: combat
/Fear: low rep 0, mid rep 1, high rep 2; party modifier full party +1; the range is 0-3
/low reputation, full party
“You high or somethin’?” Sharp Face asks, grinning wide. Clearly, he’s a man who appreciates quality entertainment.
Fear 1 (reaction 0, party 1)
/medium reputation
“Big words,” says Sharp Face, licking his lips. “The fuck you want here anyway?” The sudden change of tone indicates that he no longer sees you as an easy mark.
Fear 2 (reaction 1, party 1)
/high reputation
“Easy there, friend,” says Sharp Face, raising his palms to show he comes in peace. “No need to get all worked up over a joke. So, uh, what brings you here?” The forced casualness makes it clear that you’ve been promoted from prey to rival.
Fear 3 (reaction 2, party 1)