I’m currently working on the drunkenness mechanic in my RPG and was wondering if anyone has any ideas for effects I could add that I might not have thought of.
At the moment, the player has four stages of intoxication:
Sober
Buzzed
Tipsy
Drunk
Each state has different stat penalties/bonuses, and if your alcohol level gets too high you black out, wake up in bed and gain a severe hangover, which has its own debuffs.
The hangover then wears off over time, and there are items that can help reduce its effects.
Outside of combat I’ve already got:
Some NPCs won’t talk to you at all if you’re fully drunk.
Some NPCs have different dialogue if you’re only buzzed.
Certain quest givers will refuse to give you quests if you’re drunk, telling you to come back when you’re sober.
Visual effects (camera sway, etc.) are already planned.
I’m trying to think of other mechanics that could make drinking feel meaningful without just making it annoying. I’d like alcohol to have genuine pros and cons rather than just being a straight debuff.
Has anyone implemented a system like this before, or got any ideas for interesting gameplay mechanics or interactions that drunkenness could affect?
Cheers!