I just read "Morale, Fear, and Madness" in Archade's Tower, and I think it has some ideas worth testing at the table. I tend to avoid (or neglect using) rules that impose or restrict player character behavior, as I believe situations and the manner in which they are presented ought to be enough to motivate a player's actions, but this article reflects a similar desire to preserve player agencyalbeit in a mechanical fashionand I think it might be a useful alternative. I'll be rereading the relevant section in the Dungeon Crawl Classics RPG rule book and pondering the topic.