Sorry. My term already perhaps indicates my prejudice. Player narrative control is fine as a term. As long as we all know about it. I suppose I was thinking of D&Desq style games though for me any RPG I was invested in at the campaign level would qualify. I'm a lot more flexible when it's a game that I'm just doing a one off or one where it's obviously not about scratching the rpg itch for me.
I think it is a key spectrum of gaming preference and may vary much between players by generatiob or at least games they start with.
Lets put it for me this way.
I have little problem with what i see as character-based neta-gaming elements - as in the player invokes them even outside of the character perspective.
However, i find most any degree on non-character-based meta-points (plot points, hero points, story points momentum) to be disruptive to some degree. Its comes across as stepping out of character and too much becomes unsatisfactory.
Its like when i am in a theater and i am aware of sitying there watching the movie instead of into the movie.
One of the recent systems i wanted to like was mentioned earlier - Mophi's 2d20) but watching it play out for quite a number of sessions of Shield of Tomorrow their momentum system turned me away. It is baked into their basic resolution that it seemed like every task challenge was more about momentum both in resolution and in significance. Often they were more focused as players and as a group on the momentum tally, gains and cost than it seemed the actual success/failure (when failure could even occur) of the characters.
Similarly, while back, Serenity by Weiss?? had the plot points and basically advised "plot points should flow like rain" as for all the ways they could earn/spend impact.
So, to me, for me (and have had this discussion with my local group) we tend to shy away from any separated plot point meta mechanic, preferring to be more character focused in where these kind of things lie.
The exception we have considered was to implement a natural 1 rule, where for every natural 1 roll (auto fail) in a proficient check you got a 20 chip. You could spend the chip before any roll to make it a 20 (unnatural) but a natural 1 or rest would take away any of your existing tokens.
Idea was to kind of give tough luck guys on a night a sort of "doesnt suck as much" that also carried choice/risk as well as an impetus to not rest if the game was still afoot.
Did not try it yet. Likely next campaign.
But the more a system uses and integrates non-character specific plot points (meta-mechanics) the less enjoyable we have found them.