Daniel from Cracked Monocle and I were having a pre-game conversation today about rpg combat systems. The conversation started off about having a more general conflict resolution system that didn't encourage combat. Eventually that turned to consequences, specifically emotional consequences for your actions and what that would look like systematically.
So I decided that that should be my challenge this week! I'm going to make an rpg conflict resolution system built around emotional consequences. It will be a lighter Yggdrasil in that it won't have all of the lore. Right now I'm thinking it will be a straight context-less system that you could use for any story telling scenario, but that is of course subject to change. Sometimes I just can't resist injecting a little flavor.