Original Post
I'm thrashing out the possibility of situationally dependent hit points to cover a wider variety of situations than straightforward combat. For the abstract RPG portion of the game I'm working on I've been once again thinking about how to bind you to the game world. In general I'm wanting to abstractly capture the concept of the "will to live" that, in adventurous stories, grants the hero bonuses or (in darker stories) creates something they have to wrestle with when lost. The character portion is stats heavy and I've been thinking of either events modifying these stats or you strategically spending them to accomplish your goals. For example, charming someone you hate might cost something like Patience, a stat that drifts back to a set point over time; seducing them to gain valuable information might cost Dignity, a stat which requires actions to be performed in order to be recovered. I've been wanting to infuse this part of the game with a more (for lack of a better word) "ethereal" stat that also acts as a game governing mechanism. For lack of a better word 'Lifeforce' might work, and I was thinking it could work similar to hit points in terms of growing, shrinking and ending the game when it reaches a certain level. Depending on the character type you decided to play different "objects" in the game world would generate positive or negative 'Lifeforce.' Having tons of money if you're Scrooge, or a family, or a prosperous homeland would generate positive Lifeforce, which in turn would trickle into every other stat. Optionally losing these things would stop the flow of positive resources, at least until some situationally dependent action. Getting revenge on those that killed your family, or fighting to liberate your homeland might be examples. I'm also thinking about an idea someone gave in another similar thread of mine where turning points actually upset the routine: If you're Scrooge, for instance, events might happen that make the money stop supplying (or even drain?) 'Lifeforce.' For a game with no real story but rather a collection of stat dependent events, what do you think of the idea in general and it's possible power to motivate you to care about your "supply points" in the game world?