I think a moral-meter is a great idea.
Perhaps someone knows jagged alliance 2? This is a round-based tactical with such a moral-meter. In this game you have to hire mercenaries to fight a guerilla-war. The point is: At first, every person has a neutral moral. Whenever you wins a fight, the moral goes up. Is the moral neutral, it is not certain that the mercenary wants to stay. Is the moral excellent, he stays definitely. But with every lost fight and whenever someone from your side gets killed, the moral lowers. At a certain point, it is most likely that this person is leaving and will never join your group again. The moral also effects what the persons are saying.
In JA 2 the personality of the char is defined at a character-creation in form of a questionary (Question:\"You are robbing a supermarket, what do you take with you? [a knife] [a nightvision-goggle] [...] By choosing nightvision, you will probably get night-tactics and so on). When you choose some weird answers, you \"get insane\". This means, you go franzy at certain points (doing a automatic-fire at a person at a distance of 2m etc.)...
In PS the moral could be also realized over the char-creation. So the \"childhood-experiences\" could also affect the psychological tendencies as the race.
By playing a psychopath, all \"good\" things could disgust him, such as healing animals, helping innocent people...
Also when the char is insane, at certain points, the player couldnt stop a fight or move, also the fighting-style could be set on \"just aggressive\" or even on an extra style \"frenzy\" (this style should have some great advantages, as it is a great disadvantage for the player not beeing to intercept or to choose the fighting-style).
Back on topic: At first the moral-meter should take the char-creation into account, but also the customization to specific actions as fighting, cooking or building.
I mean, there are many ways to gain xp. So anybody could train his fighting-skills without actually killing a monster (especially with sparring as stated above).
When a char is killing a monster for the first time, his personality is crucial what effect the killing has on his moral. With time, the personality looses his weight.
A mad char could hate cooking and could be disgusted of picking mushrooms, for example.
How to implement it? I think, the certain actions and abilities should have a meter, how \"good\" they are. The more something is \"good\", the more it is bad for a psychopaths moral. A psycho could even be happy to see a groupmate die...
The moral itself could effect the gaining of xp by doing specific actions. Something you dont like, you wont learn.
Another effect could be an \"internal voice\", when the char speaks to himself and certain actions related to it.
Moral could also affect the reaction from npc. The more you are happy, the better the reaction.
What do you think of it?
Bye,
amogorkon