In thinking about optional rules and revisions for "Dead... and Back", it has occurred to me, that I may need some sort of a Karma or alignment system. It is a world with a major breakdown in government and police activities, breaking into old buildings is a major source of income, and well - a certain degree of ruthlessness pays off.
Sending bounty hunters after wayward Characters, or increasing the protection of caravans would be the most realistic way of stopping marauding players. However, grudge monsters and snipers only serves to make the world more dangerous and may actually kick off a vicious cycle that makes the problem worse.
I also think that being bound to some moral code helps make games more interesting in general. In most war games holding a village hex provides some kind of cover bonus. But playing a general trying to avoid civilian casualties presents a bit of a quandary in doing that.
What I've thought of so far rather parallels the two axis Dungeons and Dragons system. While I rather like that concept, I prefer not to copy others. Furthermore, I'm not so sure about to what degree a play benefit should be derived, if at all.
At its basic, a player chooses one of three "tendencies" - Ruthless, Reliable, or Altruistic. Ruthless characters set a few goals and will generally act in any manner that furthers their own goals and don't care who gets hurt, so long as this doesn't impair the plan. The altruistic path is one that believes all people have value, and generally avoids killing unless necessary. Reliable is summed up by the adage "an honest politician is one who when bought, stays bought" always stick to your word, but every word has a price. The payoff for each of these paths when "leveled up" is to get a reputation that will result in people ending up intimidated, or more job offers since you get things done )if amoral), or discounts since you've become a folk hero.
Another axis to be explored would be the degree to which a character pines for the old order. In short, do you want to rebuild the country as it was, or do you want to create an entirely new order.
A version of this that applies to city states or social groups might also be a useful development. The Free City of Tesla doesn't care what everyone else does, but is dedicated to its prototype hive mind re-imagining of social structure. Rangers, though not actually backed by the government, are fighting to bring back the country as it was.