Mikel wrote:Kill things. Take stuff.
In general, a campaign in which combat is emphasized and the major way in which problems are dealt with is through death.
So it's just a disparaging term for combat heavy games? Seems to cover a lot of ground.
The biggest problem I see with trying to "emulate how difficult it is for most people to kill or to live with the consequences" is that it covers a wide range of ground. Most games already have consequences for killing (Why I think the "murder hobo" label is so absurd), this is emphasizing the emotional baggage.
What is the setting? Are you going to overlay modern morals and attitudes onto a very different setting? A Japanese soldier in WW2 is going to have a very different reaction to shooting an American soldier than the reaction of a police officer who mistakenly shoots a child. That also is going to be a very different game. Adding emotional baggage is hardly anything new or unusual, it's a cliche that gets used in a lot of character concepts. I think the difference is how much wanking you want to do about it and how much of a focus you want it to have in your game. I don't really think of it as something you add to your game as much as something you have as a result of playing a very specific type of game.