To avoid stuff like grinding, I much prefer trying to make a system that doesn't really reward that kind of play. Taking herbs as an example, maybe they stop spawning after a short amount of time, or only respawn after some meaningful "story time" has passed.
I agree, but these measures are already being put in place in most modern titles. This is why I said in the other thread that the whole issue is being "demonised" - as in, a little bit overblown. AAA games suffer from lots of maladies but plenty of their designers aren`t entirely stupid, they just have to juggle multiple angles - like pressure from biz suits and consideration for various gaming trends- to better or worse effect.
These measures can be also employed in RLs that use exploitable systems, as we said earlier. Just limit the monster spawns, the XP amount, whatever. I don`t like the cyberlich idea because it`s instantly recognizable as dev`s finger prodding me to get a move on, and that sucks, breaking my roleplaying drive. Not only that, it limits the explorer in me, and this is the style I like to employ most, even if it`s only roaming some empty halls or it`ll make me starve if not careful. It sort of shrinks the playing area. But, if there was a logical reason for that spawn and it was well developed , that`s another story.
I agree that mainstream games became terrified of anything remotely "negative", which is why the difficulty - meaning dying and puzzles in general - are being neutered left, right and center. Leading to a paradox that was the great hoo-ha about Demon`s Souls - honestly, it took me some time to realize what it`s all about. So, yeah, it`s a difficult game...and? Oh, okay, it is AD 2009.
But as AM says, it`s probably a different angle than using it as a punishment for players actions. And in most RLs tension is omnipresent since one wrong move can mean curtains, so I`m not sure we need additional, more artificial, stress inducers.