I'm working on implementing paraly in a RPG.
the basic rules of how it works are:
1. selecting a hostile during combat lets you "parlay" with them. combat with them stops for a moment, and you can interact with them (talk, bribe, etc).
2. if you talk with them and relations improve enough, they stop attacking.
however there's already the following rule in the game (which is behavior programmed into the game engine):
1. if you're attacked while performing an action (like in The SIMs, microwaving dinner, or in this case talking to a NPC), you stop that action so you can fight.
if there's more than one hostile, the combo of these two sets of rules (parlay rules, and "combat stops actions") is that you start to talk to the first hostile, the second hostile continues to attack, the talk action get cancelled (you stop stalking to hostile #1), and hostile #1 starts attacking again.
should the player be able to parlay with the entire group at once?
or should talking during parlay take unrealistic zero time, and the disposition of all hostiles await its outcome?
or should one simply be unsuccessful at attempting to build a rapport over common interests in say travel and nature with a hostile during parlay, as long as his buddies are still trying to whack you with a big old nasty stick?
i guess group parlay that takes non-zero time is the right way to do it.
parlay success depends on your relations with the hostile you're talking to.
would it be unrealistic to let the player parlay with any hostile, and have the result of that parlay affect all hostiles in the group?
hostiles are now persistent in the simulation, so you can run into the same hostile again and again, and it tracks your relations with them over time. the player COULD select a known hostile from the group with whom they have better relations, in an attempt to increase their chances of successful parlay. but then again, thats what one would do in real life, so maybe thats ok?