When I was younger I did some work on my own gothic themed pen and paper rpg, in it was a sanity stat. This stat had a chance of being reduced during certain situations similar to the ones you listed. It was also a kind of slippery slope situation since the lower your sanity the more likly it would decrease when faced with a situation you couldn''t cope with. Sanity could increase but it was more difficult and was harder the lower the characters sanity.
In game the effects of sanity where two fold on one side they helped resist certain kinds of mental attacks. The second effect was whenever the character lossed a point of sanity they acquired a dementia. There was a table of dementias and the player acquired one at random, there was also a scale to the table so that the more dementia you had the more sever new dementias would be.
for instance have no dementias ment that you rolled a d10 and looked on the scale 1-10, with a role of 10 causing a reroll with +10 added to total. Now these where faily minor dementias such as an obbssive compulsion. Now if you had 1 dementia you would roll a d10+10, do the scale would be 11-20, with 1 being a reroll on d10 and a 20 being a reroll on d20+20. Now second level would begin to be problematic for the player, such as an intense an phobia.
There where also a few benefical dementia thrown into the mix there was one first level dementia that caused the player to have a thirst for blood but also provided a tempory boost to strength after drinking blood.
Now this system was designed for pen and paper but I think a variation on it could work for what your trying to acchomplish. One of the diffrences of course being that the player is not told when or what dementias they acquire, you could also hide the sanity stat from them for this purpose. It could work especially well if there was an internal dialog system in the game where the player is told their characters thoughts. It would take some work to do well but it could very interesting little quirk to a game.
For instance what if after returning form a traumatic mission the character rests for while and then before heading out again recruits some new npcs one they think is particularly useful called Henderson. Now during the mission the character and henderson become friends and henderson excels at every task the players sets for them. Meanwhile the crew is growing somewhat uneasy and the character notices stranges looks and whispers. Here you could have the path split in two down one way the the increased pressure cause the charcter to worry and they ask henderson to investigate only to have henderson inform them of a plot to mutiny and the charater must act quickly and execute the ringleaders. On the other path the character seeks help and discoverd that Henderson isn''t real he''s dilusion caused by stress and trauma.
But likly I said its a lot of work but could be an interesting quirk, and interesting gameplay and something new to discover each time they play keeps gamers gaming.
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Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document