What Do You Think Of As "Modern TTRPG Mechanics"?

Okiedoke. You can have your idiosyncratic interpretation. But don't pretend it's anything but that. There are standard and usual ways to describe meta currencies - that's what 'we' means. So, you know, if by meta currency you mean something entirely different than what is usually meant by that term you do you, but don't complain when people disagree.
If you are trying to align your subjective opinion with some kind of majority in an attempt to validate your preference over mine, I can't stop you. But I don't see that as anything more than an appeal to popularity (and I'm not even sure your opinion is the more common one).
 

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What @Umbran said above in post 950 is pretty much the point I was attempting to make.

I don't want to expend much mental energy getting to the point where we've determined if a character's actions and intent have succeeded or failed. I want to devote my energy to painting the picture of what has changed because of that success or failure.

Basically, I don't want to waste time determining if the PC jumps the ravine. I want to use my imagination telling you what's past the ravine (if you succeed) or what's in the ravine (if you fail).
Fair enough, but unless your rulebooks are the size of the collected Encyclopedia Brittanica there's inevitably going to be situations that the game's mechanics haven't got a clue how to handle and-or that the players can't or won't agree on how to resolve; and that's where the adjudication (and consistency) piece comes in.
 

I do think supers games are perhaps a special case though. IME they're almost impossible to play like the source material without genre mechanics and meta currency. I don't think stuff like that made a big splash in otherwise traditional games that weren't supers until much later.

Edit: ok, I'll give you Shadowrun. Never played or run it so have very little knowledge you can't crib off the back cover of a sourcebook from the 90s.

Depends on how you view luck-as-resource. I seem to remember Top Secret had that pretty early.
 

If you are trying to align your subjective opinion with some kind of majority in an attempt to validate your preference over mine, I can't stop you. But I don't see that as anything more than an appeal to popularity (and I'm not even sure your opinion is the more common one).
No, I'm telling you that there is a calm and useful definition of metacurrency that you are completely ignoring in favour of, um, I don't even know what. It's got not a thing to do my subjective opinion at all. So maybe go do some reading about metacurrency and come back, IDK. Or don't, I'm not fussy, but leave off telling me I don't know what I'm talking about because it doesn't agree with your preconceived notions.
 

You're welcome to feel that way, but if you aren't willing to find a single example that meets your specifications, I just have a hard time taking your claim seriously. The burden of proof is on you I think. A poster a few pages back gave a good example with their wandering monster rolls scenario (I was just able to come up with an answer for it).

I didn't realize I was obligated to defend what's primarily a hypothetical by finding an extent example that perfectly matches it, but you be you, Micah. :S.
 


No, I'm telling you that there is a calm and useful definition of metacurrency that you are completely ignoring in favour of, um, I don't even know what. It's got not a thing to do my subjective opinion at all. So maybe go do some reading about metacurrency and come back, IDK. Or don't, I'm not fussy, but leave off telling me I don't know what I'm talking about because it doesn't agree with your preconceived notions.
I never said you were wrong, like you have me. I've just expressed a different subjective opinion than you. My definition of meta-currency makes just as much sense as yours. If it has nothing to do with representation in the fiction, what does the "meta" mean in your definition?
 

Well, we accept that physical exhaustion is a thing, and that people can't maintain peak performance and do the exact same thing over and over all day long without a rest. So are encounter and daily martial powers diegetic?
To a point, sure. Same for things like spell points or slots, and magic in general for all that: it's real in the setting, and the spell slots or points (and the martial powers) are simply different ways abstracting those setting realities into game-useful things. The perceived or real usefulness and quality of said abstraction varies, of course, depending on the user and-or observer at the time; hence many discussions here. :)

I think the meta/not-meta difference lies in which "direction" it's going: if you're taking an in-setting element and somehow abstracting it, it's not meta (which covers the Force mechanics in SW), but if you're taking an out-of-setting element (it's Joe's birthday today so I'll give his character +1 on every roll tonight) and adding it in then it's meta all day long. Pretty much every mechanic I've ever seen that gives or allows a die re-roll after the result of the first roll is known falls into the latter category.
 

To a point, sure. Same for things like spell points or slots, and magic in general for all that: it's real in the setting, and the spell slots or points (and the martial powers) are simply different ways abstracting those setting realities into game-useful things. The perceived or real usefulness and quality of said abstraction varies, of course, depending on the user and-or observer at the time; hence many discussions here. :)

I think the meta/not-meta difference lies in which "direction" it's going: if you're taking an in-setting element and somehow abstracting it, it's not meta (which covers the Force mechanics in SW), but if you're taking an out-of-setting element (it's Joe's birthday today so I'll give his character +1 on every roll tonight) and adding it in then it's meta all day long. Pretty much every mechanic I've ever seen that gives or allows a die re-roll after the result of the first roll is known falls into the latter category.
Thank you! This is what I'm talking about.
 

Fair enough, but unless your rulebooks are the size of the collected Encyclopedia Brittanica there's inevitably going to be situations that the game's mechanics haven't got a clue how to handle and-or that the players can't or won't agree on how to resolve; and that's where the adjudication (and consistency) piece comes in.
Sure, but the point of a relatively lightweight and robust resolution system is to just get to the resolution, and not worry too much about the input parameters. There’s always corner cases, but ideally they’re minimized.
 

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