I'm currently designing an adventure RPG system and I'm coming up a bit blank on a certain aspect of the design. It's an adventure RPG where you have unique stats and traits and your choices matter a lot. There's no combat in this game, nor is there money. It's kind of point-n-clicky in the sense that you pick up items and give them to people or use them on stuff to solve puzzles. Yet I feel like many consequences will lose weight without some method of loss mechanic. I'm avoiding loss mechanics that just irritate players (like starting something all over). Just note that I am in the design phase right now so nothing is implemented and I'm not too attached to any idea. Also I did toy with the idea of a conflict resolution system (like a combat system) but ultimately scrapped it because I felt it would double the scope of the game. That's why I'm having this problem now.