Hi sorry for the wall of text
I think I have cracked the code for integrating emotions to DND. I've never DM'ed and have yet to have the time to really research or anything, but I have never really heard of anyone making the emotions of characters important parts of the game outside of roleplay, if this is clear enough.
Here's my idea that I cannot wait to use once I can finally DM with confidence: each player had a personal emotion wheel. The middle represents NEUTRAL, the left ANGER (Fight), the right SADNESS (Attach), the top JOY (Flight) and the bottom NUMB (Freeze), and they all have their type of advantages and disadvantages, NUMB being only negative. Next, between ANGER and JOY is FEAR, between JOY and SADNESS is REGRET, between SADNESS and NUMB is DESPAIR and between NUMB and ANGER is FATIGUE, and these emotions are transitory, important for later.
So on this wheel, the default emotion is NEUTRAL, which doesn't do anything. During combat, players use a D4 to determine towards which emotion they lean. From NEUTRAL, they move directly to that emotion. If they are already in one emotion they must move to NEUTRAL or to a common transitory emotion.
Ex. 1: John is currently angry and moves towards sadness: John is now neutral.
Ex. 2: John is currently angry and moves towards joy: John is now fearful.
These emotions have various effects based on what type of emotions they are. JOY has temporary boosts while ANGER and SADNESS have boosts that last longer, the former being related to energy and the later related to the mind as a whole. FATIGUE, DESPAIR and NUMB are the three emotions that actively go against the characters, so they must avoid them at all cost. Their effects tend to either push towards NUMB or try to keep you in it.
Lastly, various things can affect the wheel. During the game, you'll pick up objects, mannerisms or other things that can edit the wheel in various ways, such as replacing an emotion with something else or moving them around. Additionally, some things will aid the players on controlling their emotions. If the player is listening to music related to one emotion, then whenever they would move towards that emotion, they skip NEUTRAL and the transitory emotions.
I feel like this could be intimidating for players to have to mind their characters' emotions and how they affect the game, which is why I think the following would help.
- In combat, players roll every 4 or 5 turns unless specified otherwise.
- The DM has final say on emotions; if the party is ambushed, the DM could very well set everyone's emotions to FEAR to fit the circumstance.
- Outside of combat, players can ask to roll for emotion before doing something. The DM decides whether they can or not.
- Actions, events and the likes can prompt the players to roll for emotion, though it shouldn't be repetitive.
Anyway I'm writing this down here because I kind of want opinions? Not sure if this is the correct place though. I'd also like to know if there are systems in DND that account for emotions in a similar way. And also, would this just be plain annoying? I feel like it could be hit or miss. Sorry for the disorganization, I am sleep deprived