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Draw Steel: Fake variety helps no one
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<blockquote data-quote="Staffan" data-source="post: 9707890" data-attributes="member: 907"><p>I would not classify them as metacurrencies. Metacurrencies, as I understand the term, are mostly Doylist in nature – they tend to represent things like luck, fate, and such, and with a few exceptions (e.g. TORG possibilities) they aren't things the characters are aware of. For example, in Savage Worlds, the metacurrency of choice is the Bennie, which a player can spend to reroll checks, soak damage, negate being shaken, redraw initiative, reroll damage, and some other stuff. It's basically a luck point, and it's not something the character themselves is aware of. This is in comparison to Power Points which you use to power arcane powers (spells, miracles, weird science, etc.). While a wizard wouldn't know that they are down to 3 out of 15 PP, they would have a sense that they are running low on magic juice. In some games they are somewhere in between – 2d20 for example uses Momentum to measure advantage being carried forward (oversucceeding on one roll gives you points you can save and use to, among other things, boost another roll – this can either represent luck or things like "I scouted out the area and got a lot of momentum on that roll so I have a good vantage spot from which to ambush them.")</p><p></p><p>The various class resources in Draw Steel seem more like regular resources than metacurrencies. Victories might be a better fit for metacurrency, but it doesn't seem to be something you spend so I'm unsure.</p><p></p><p>Oh, and a side effect of different classes using differently-named resources is that, at least in theory, you can have other abilities that affect the resources of only some classes. I could for example see an ability called "Inspire rage" that would restore Wrath, Essence, Ferocity, or Drama, but not Piety, Discipline, Focus, or Clarity. I have no idea if such an ability exists, or even if it would be a good idea, but at least it opens the door for one.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9707890, member: 907"] I would not classify them as metacurrencies. Metacurrencies, as I understand the term, are mostly Doylist in nature – they tend to represent things like luck, fate, and such, and with a few exceptions (e.g. TORG possibilities) they aren't things the characters are aware of. For example, in Savage Worlds, the metacurrency of choice is the Bennie, which a player can spend to reroll checks, soak damage, negate being shaken, redraw initiative, reroll damage, and some other stuff. It's basically a luck point, and it's not something the character themselves is aware of. This is in comparison to Power Points which you use to power arcane powers (spells, miracles, weird science, etc.). While a wizard wouldn't know that they are down to 3 out of 15 PP, they would have a sense that they are running low on magic juice. In some games they are somewhere in between – 2d20 for example uses Momentum to measure advantage being carried forward (oversucceeding on one roll gives you points you can save and use to, among other things, boost another roll – this can either represent luck or things like "I scouted out the area and got a lot of momentum on that roll so I have a good vantage spot from which to ambush them.") The various class resources in Draw Steel seem more like regular resources than metacurrencies. Victories might be a better fit for metacurrency, but it doesn't seem to be something you spend so I'm unsure. Oh, and a side effect of different classes using differently-named resources is that, at least in theory, you can have other abilities that affect the resources of only some classes. I could for example see an ability called "Inspire rage" that would restore Wrath, Essence, Ferocity, or Drama, but not Piety, Discipline, Focus, or Clarity. I have no idea if such an ability exists, or even if it would be a good idea, but at least it opens the door for one. [/QUOTE]
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