How to make moral choices impact both story and gameplay in dystopian games?

Struggling with a system where player decisions affect both narrative branching AND core mechanics like resource scarcity. For example - choosing to sabotage a water plant should trigger story consequences but also alter survival mechanics. Any examples of games that balance this well? How do you prototype these intertwined systems effectively?

Play ‘Grey Lines’ from last year’s jam entries. Stealing medicine for your crew literally degrades your hacking minigame precision due to guilt mechanics. Brutal but brilliant.

Build your consequences in thresholds. Instead of instant changes, track ‘corruption points’ that hit critical mass at plot points. Lets you balance gameplay adjustments gradually.

Use audio cues to reinforce the connection. In my project, oppressive government choices add layer of crowd murmur SFX that make stealth sections harder through psychological pressure.