A question for
@Campbell @chaochou and others familiar with Sorcerer:
Is it an early pioneer, or the pioneer, of emotional/social conflict generating debuffs that apply if acting against contrary to the emotion/influence (similar to how Seduce/Manipulate in AW can lead to Acting Under Fire)?
In Prince Valiant (which is earlier than Sorcerer) there can be emotionally-based buffs and debuffs, and these can be the consequences of action resolution, but there is no systematic approach to that. (What it does have is systematic social conflict a bit analogous to a HeroWars extended contest - but that's a self-contained conflict rather than a wider source of debuffs.)
Rolemaster introduced a Depression critical strike table in RMCIII, and in our RM games in the 90s when a player thought that their PC would be adversely emotionally affected by an event, they would roll on the Depression crit table to see how it affected their character. But (i) these would normally be generic debuffs (typically penalties to all actions, or rounds of stun, or both), not "carrot-and-stick" ones; and (ii) these were not part of a systematic resolution framework.