Reynard
aka Ian Eller
[This is another htread in my ongoing exploration of foundational TTRPG elements to consider for Bucket: The RPG, my personal RPG design to check off a Bucket List item. The intent is not to talk about my game design, though, but to explore the subject -- in this case metacurrency -- in a way that gives me perspectives on how other folks feel about the subject.]
I like metacurrency. I enjoy the way it gives control to players over their fate on occasion, and I like when the GM must employ it to "pay" for GM stuff like an extra attack or a complication of whatever. This latter is more about :fairness" for me, even though in most traditional RPGs the GM has the freedom to just fiat most of that stuff. My current favorite flavor of metacurrency is Daggerheart's Hope and Fear -- although it lacks one aspect of Player and GM metacurrency I often emply: a pool that moves back and forth between the players and the GM. This is a think i do whenever I run a convention game which utilizes metacurrecncy. For example, if I am running Savage Worlds, inctead of the players having their Bennies and my having my GM bennies, there is a single pool. When a player uses a Bennie, it goes into the GM pool, and when i use it, it returns to the player pool. This is loosely based on Momentum and Threat from Modiphius' 2d20 system, which is another metacurrency system I like.
So, all that said, how do you feel about metacurrency? Do you like it? Does it big you? Do you prefer a currency just for players, or for both GMs and players? Do you want it to be able to have narrative control (i spend a bennie to have a cart full of hay be below the window I am jumping out of) or do you prefer it to have only basic mechanical/mathematical aspects? Do you want it to be essentially optional, or integrated? How much metacurrency should be "on the table" == a single point of Inspiration as in D&D 5E, or a constant flow like Daggerheart?
As usual, thanks for your input.
I like metacurrency. I enjoy the way it gives control to players over their fate on occasion, and I like when the GM must employ it to "pay" for GM stuff like an extra attack or a complication of whatever. This latter is more about :fairness" for me, even though in most traditional RPGs the GM has the freedom to just fiat most of that stuff. My current favorite flavor of metacurrency is Daggerheart's Hope and Fear -- although it lacks one aspect of Player and GM metacurrency I often emply: a pool that moves back and forth between the players and the GM. This is a think i do whenever I run a convention game which utilizes metacurrecncy. For example, if I am running Savage Worlds, inctead of the players having their Bennies and my having my GM bennies, there is a single pool. When a player uses a Bennie, it goes into the GM pool, and when i use it, it returns to the player pool. This is loosely based on Momentum and Threat from Modiphius' 2d20 system, which is another metacurrency system I like.
So, all that said, how do you feel about metacurrency? Do you like it? Does it big you? Do you prefer a currency just for players, or for both GMs and players? Do you want it to be able to have narrative control (i spend a bennie to have a cart full of hay be below the window I am jumping out of) or do you prefer it to have only basic mechanical/mathematical aspects? Do you want it to be essentially optional, or integrated? How much metacurrency should be "on the table" == a single point of Inspiration as in D&D 5E, or a constant flow like Daggerheart?
As usual, thanks for your input.






