>>6064626hehe currently for fun I am mainly just trying and testing out various configurations of some version of winlator frost 7.1.V5 emulator for Snapdragon 8 gen III, I got Clive Barker's Undying working perfectly, Homeworld is working too hehe.
But in terms of quests I haven't participated in it but I was following BananasQM Black Ocean quest very closely, I made a small virtual tabletop diorama of the cool anglerfish scene, yay
>>6059695 I really admire and enjoy BananasQM worldbuilding with the coral and the Death gods worship and the whales and pirate lore yay
For "threat meters in games / lurking / impending death warnings other than low health" etc the immediate notion I suppose would be something like the motion tracker from James Cameron Aliens (pic related is not from the film it is from Alien Isolation, but gives the same idea) I also thought about how you had that wobbly suspicion meter in the old Hitman 2 Silent Assassin game (it appears and fluctuates in the HUD if you were walking too close to an npc wearing the same disguise, they see through you) I think Hitman Absolution also had it, though it made the disguises near useless on the hardest difficulty. Splinter Cell also had that light meter, which showed how visible you were hiding in shadows etc. Probably another variant could be a sanity meter, or some sanity attribute, a bit like the videogame Cthulhu Dark Corners of the Earth etc.
So I think in ttrpgs there should probably be more avenues to explore for a "threat meter" beyond just low hp / near death etc. I think it would be interesting in terms of gameplay to move away from "health damage" towards these other types of threat, because the hp thing inhibits a lot of realism and believability (eg you have just leapt out of some car... every bone is broken... you find a bandage, everything cured now etc) there needs to be some way of conveying threat and recovery beyond wounds, hp, physical injury etc.