Alright, here is a couple of pics I took of the things.
http://gyazo.com/7fb59ad813a639c1c758932f5a561642 - Water bottle
http://gyazo.com/d1aa76a08ff04adeb56a4929f0457f1c - Common Event 1
http://gyazo.com/cc9160d9678077631903bf90213bdfb0 - Bladder Event
Also I am not forcing the bladder system, yet, on anyway right now my idea is to just have it where If you drink and eat and that sort of things it works but right now it does not slowly add up and make you defecate or anything all over yourself.
When you add a feature to a game, it needs to make sense for the story and game. It's not enough to say "This is realistic/cool/fun for me to implement so it goes in."
The only game where I found a Bladder was part of the game was the Sims, where meeting the Sims various physical needs was a core aspect of gameplay. And, in the later versions of the Sims, the Sims will automatically take care of these obvious needs without prompting, so even Sims players prefer not to deal with the bladder.
Even if we have a survival-oriented game (say the party was stranded on an island), I can see needing to eat and drink, otherwise you die. But why as a player would I ever care to manage the character's bladder?
I can see "If you drink this Potion, you can't use another for an hour or two" Rune Factory does this, and it's an interesting way to balance item usage --- there are powerful items that take a long time to "digest"
And I can see "Drinking certain Potions makes the character literally Drunk"
Keep in mind RPGs are by definition already an abstraction. So you get to decide what makes it good for the player, not what must be present for "realism." The ones I mentioned are abstractions which either balance item usage or offer unusual reasons NOT to drink certain Potions.
When going on an epic adventure, the LAST thing I want to be doing is micromanaging a party's bodily functions, or micromanaging all the many little details the party clearly is doing to survive, such as fixing their armor, finding a campsite, finding fresh water, tending to their horses, repairing rips in clothing, sharpening weapons, repairing and making new arrows. The game would quickly get tedious.
Yes, it would be more "realistic" but if you have a classic magic-oriented fantasy RPG, what is this "realism" for anyways? Is casting powerful fireballs to incinerate an army of Goblins realistic?
Now, if I wanted an Oregon Trail type of RPG, I might do the "find fresh water/go hunting" tasks as minigames, but that's a very specific type of survival RPG. And those minigames would be a part of the core game, since Oregon Trail's entire POINT is to keep a group of settlers alive from Missouri to Oregon. You're not exploring the countryside and doing an epic quest. And even Oregon Trail doesn't have bladder needs present.