Let's Talk About Metacurrency

I've seen more than one supers game that did in fact comes from a broader angle than you seem to be advocating (FASERIP is my favorite), so the end product certainly can.
Depends on your definition of broader angles.

Have you seen one use meta-currency and also not use it?

Have you seen one that uses a core d20 and also uses a core d100 to determine the same result?

Your approach to broad is singular in notion. Mine isn't. Which was the reason for my comment.
 

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A game like FASERIP or Mutants & Masterminds or the current Marvel Multiverse game is less dependent on meta-currency and narrativist mechanics than Marvel Heroic.
Marvel FASERIP literally had the karma mechanic as one of it's primary mechanics. Karmia is an entirely meta currency.
 

Marvel FASERIP literally had the karma mechanic as one of it's primary mechanics. Karmia is an entirely meta currency.
Yeah, it is, but the system is not entirely dependent on it's use, like a descriptor system is on its, well, descriptors. I'm fine with Karma's roll in FASERIP.
 

Yeah, it is, but the system is not entirely dependent on it's use, like a descriptor system is on its, well, descriptors.
Karma allows you to succeed where you would often fail, like superheroes do when facing long odds. Further, karma is the way that superheroes advanced their stats and powers, and acquired new powers, like superheroes often do in the comics.

Take out karma and you've removed advancement and good chunk of the way heroes are heroes.
 

Karma allows you to succeed where you would often fail, like superheroes do when facing long odds. Further, karma is the way that superheroes advanced their stats and powers, and acquired new powers, like superheroes often do in the comics.

Take out karma and you've removed advancement and good chunk of the way heroes are heroes.
It's important, but it's not the core of the system like the free descriptor to dice pool concept is the core of Marvel Heroic.
 


IMO if you want to play someone who good at making contingencies, you should do that yourself. Plan in-session.
I strongly disagree with this part. Is part of that whole physical vs mental skills divide, where to play someone smart, you have to be smart yourself, but if want to play someone strong, you don't have to prove that you yourself can lift 50kg deadweight or whatever.
If someone wants to play Superman, who is good at flying, should they have to demonstrate that they themselves can fly?

If not, then someone who wants to be able to role play Batman should have mechanical support to be able to have their character do what batman can do that they themselves can not, even contingency planning.
 

Ok, but at least they're tied to the world, and like I said I feel genre emulation is more acceptable to me in supers games. I just don't believe it's all or nothing. A game like FASERIP or Mutants & Masterminds or the current Marvel Multiverse game is less dependent on meta-currency and narrativist mechanics than Marvel Heroic.

blink.
Karma, its meta-currency, was central to effective play in FASERIP.
 

That's my point. It's genre emulation, not physics sim. I can manage some of that in a supers game, but that kind of retcon is a bridge too far for me. IMO if you want to play someone who good at making contingencies, you should do that yourself. Plan in-session.

Yeah, but the archtype of the contingency-planning character is a super-genius, smarter than anyone at your table, with more in-world knowlege than even the GM has. So, what you suggest will fail to produce the desired result.

This is why many games that have contingency-planning as a motif typically use a flashback mechanic, or a trench coat effect, to make it happen.
 

Karma allows you to succeed where you would often fail, like superheroes do when facing long odds. Further, karma is the way that superheroes advanced their stats and powers, and acquired new powers, like superheroes often do in the comics.

Take out karma and you've removed advancement and good chunk of the way heroes are heroes.
IIRC, it was also the way to unlock more Power Stunts, or how to use your power(s) in new ways. It was fairly common for one of the more flexible powers (e.g. Earth Control or Telekinesis) to start with one power stunt beyond the power's basic use, and you'd need to develop further ones in play.
 

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