>>6330954Well in Elder Scrolls Oblivion, there is that quest where the annoying Shouting Scottish Man in the Shivering Isles sends you into a tree stump where you have to constantly collect the Mania drugs by killing enemies (otherwise your stats begin to dramatically drain) I thought that was a thematically appropriate addiction simulation.
In ttrpgs, there is a bit of a dilemma because I think some players (also my personal preference) do not enjoy being compelled by mechanics / rules enforcing them to "feel" a certain way, ie players do not like being told you are now in a "panic" state or "insanity" state etc I suppose it goes back to that actor vs author distinction, between simulationist vs storytelling games with insanity, fear, berserk/mania addiction dice mechanics etc vs if you prefer to "drive" your character only through the physical attributes (strength, dexterity constitution and skills etc) whilst leaving the emotional / intellectual / social aspects to be felt by yourself as the human player.
I mentioned this analogy on the qtg before, but with a car you care about the physical stats like speed, fuel capacity, mileage cost etc, you don't assign a "Charisma" or "Fear/Intimidation" stat to a car (even though those are implicit intangible attributes etc) similarly with human player characters etc, the player should supply the charisma / intellect social emotional attributes through their own game world behaviour and choices
So generally (this is just my personal preference) I don't like to create "emotional" rules mechanics via dice rolls ie YOU ARE NOW AFRAID or PANICKED -25 to all 1d100 rolls etc, this should be internalised or exhibited by the player actions themselves. I guess you could manifest say physical symptoms of addictions eg your hands shaking because of cyber / neurostimulant drug feedback, -ve modifier to dexterity etc