Let's Talk About Metacurrency

But often don't they function the same?

What is the difference between a "potion" the GM gives the player that is consumable and gives them advantage on an action versus and "inspiration" point the GM gives the player that gives them advantage on an action? Both are fictitious. Sure, one is "real" in the made up setting of magic and elves (or space ships and aliens) and the other is make-believe in the rules for the players.

Is only being part of the setting and not the rules the only thing that differentiates them? Why is that important?
Perhaps we haven't spoken before...😉

I want everything (or at least nearly everything) for which we have mechanics to represent something real in the setting, and furthermore that those mechanics model the thing they represent as closely as practically possible. That those mechanics might resemble others not tethered to the setting is irrelevant (and indeed unwanted) to me. Exploring a well-modeled, logically consistent imaginary world through your PC is literally the most important part of the RPG experience to me.

And meta means outside/above the setting/fiction. One Level Up. By definition a real thing in the setting can't be meta, and thus can't be meta-currency.
 

log in or register to remove this ad

And meta means outside/above the setting/fiction. One Level Up. By definition a real thing in the setting can't be meta, and thus can't be meta-currency.
You and I both know the line there is actually pretty blurry. :LOL: Lots of pretty meta stuff is tenuously connected to 'real' things by the rules in various ways. Is it meta? Is it not? Do I care?
 

But often don't they function the same?

What is the difference between a "potion" the GM gives the player that is consumable and gives them advantage on an action versus and "inspiration" point the GM gives the player that gives them advantage on an action? Both are fictitious. Sure, one is "real" in the made up setting of magic and elves (or space ships and aliens) and the other is make-believe in the rules for the players.

Is only being part of the setting and not the rules the only thing that differentiates them? Why is that important?

It all depends on the preferences of the participants. Some folks want everything to have some in-world element being represented by the currency. This way, when the player makes a decision to use the resource, the character is likewise making such a decision.

Others are less concerned about that, and may enjoy the currency as a game element they use as a player, and it doesn’t perturb their ability to inhabit the character or harm their buy-in at all.

But beyond how it aligns to these and similar preferences, there’s not much difference.
 

It is important, because then it is something the characters can make decisions about, and plan around in-character. The point of the game is to roleplay a character, not just make tactical decisions about resources.
Perhaps we haven't spoken before...😉

I want everything (or at least nearly everything) for which we have mechanics to represent something real in the setting, and furthermore that those mechanics model the thing they represent as closely as practically possible. That those mechanics might resemble others not tethered to the setting is irrelevant (and indeed unwanted) to me. Exploring a well-modeled, logically consistent imaginary world through your PC is literally the most important part of the RPG experience to me.

And meta means outside/above the setting/fiction. One Level Up. By definition a real thing in the setting can't be meta, and thus can't be meta-currency.

First, I do get the difference. I'm curious in exploring why one is more acceptable to some folks than others.

Take a Destiny point system (like d100 lite) where a player can spend a point to survive the round no matter what or turn a roll from a failure to a success. This same mechanic could just as easily be a magic gem that alters a few seconds of time. One is metacurrency and one is a setting consumable. I get they are fictionally different.

Both allow a consistent story be told. Think of the hero that spends a destiny point (or presses a time stop button) right before they jump into the gelatinous cube or room full or lasers and declares "By the gods I can't fail this time!" and then the GM narratives a fun and compelling story in which the character doesn't fail, but may not win.

Perhaps the difference may be in a gritty/realistic vs a heroic/opera feel?
 

Perhaps the difference may be in a gritty/realistic vs a heroic/opera feel?
I don't think that has much to do with it. By definition, a diagetic resource would fit the nature and tone of the game being played, realistic, silly, or otherwise.

I don't think it is especially complicated: metacurrency is a player tool, not a character tool. It can get fuzzy when the metacurrency exists in the setting -- Force Points -- but even then characters who are not Jedi or otherwise Force Sensitive don't generally know they are using Force points.
 

I don't think that has much to do with it. By definition, a diagetic resource would fit the nature and tone of the game being played, realistic, silly, or otherwise.

I don't think it is especially complicated: metacurrency is a player tool, not a character tool. It can get fuzzy when the metacurrency exists in the setting -- Force Points -- but even then characters who are not Jedi or otherwise Force Sensitive don't generally know they are using Force points.
It's about a very specific approach to what 'setting' means. The idea is that the rules should focus solely on play within the setting and the mechanics should thus all be tethered firmly to in-setting things and not on anything outside the setting.

Frankly, I think that ignores an awful lot about what even basic RPG rules are actually doing, but I'm also not here to yuck anyone's yum.
 

You and I both know the line there is actually pretty blurry. :LOL: Lots of pretty meta stuff is tenuously connected to 'real' things by the rules in various ways. Is it meta? Is it not? Do I care?
I suppose in some cases it's a matter of, "I know it when I see it". Force points are a good example. I come down on it being a diagetic resources by the lore of the setting, but there's other schools of thought.
 

I suppose in some cases it's a matter of, "I know it when I see it". Force points are a good example. I come down on it being a diagetic resources by the lore of the setting, but there's other schools of thought.
This is actually one of the reasons I sigh heavily whenever metacurrency comes up. I completely agree that "I know it when i see it" is precisely the measurement tool that actually means anything in this case. It's super important to some people. The problem is that that particular tool doesn't help us much in terms of broader discussion.
 


I think you will find that many people, and games, do not take that position.

Also in some cases (like Daggerheart) the GM-side metacurrency is not much about authorship rights, and is more about action economy or other game operations.
How does one determine what the limit is in regards to how much the GM is allowed to author? What is a good TTRPG that lays out in no uncertain terms what the limit of the GMs authorship ability is? I've read a few games that have GM metacurrency that didn't really have anything to say on the upper limit of the GMs authorship ability, outside of some hazy stuff on not altering already established details about an ongoing scene without use of said metacurrency that didn't really give any solid advice or framework other than an implied "to make it seem fair" reason. Just curious because all the games I've read that have GM metacurrency don't really explain the use or reasons for having it very well of at all.
 

Recent & Upcoming Releases

Remove ads

Top