At the end of the day, pretty much everybody you run into, good or bad, is up for a rousing debate, and even heated conflicts get buried by lengthy outpourings of logical prose.
The more effort points you spend, the more you up your likelihood of Doing The Thing, but if you run out, you're SOL until you rest or use a (fairly rare) healing item.
The game switches to a turn-based format where you and your enemies duke it out, but there are no random thugs or monsters, and violence isn't necessarily the answer.
Sometimes you might still be able to talk to people, but other times you might be able to stealth your way through a place and hack its computer systems.
Some moments have the potential to become crises but don't turn out that way unless you say something dumb or get too aggressive.