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Let's Talk About Metacurrency
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<blockquote data-quote="LordEntrails" data-source="post: 9873635" data-attributes="member: 6804070"><p>First, I do get the difference. I'm curious in exploring why one is more acceptable to some folks than others.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Perhaps the difference may be in a gritty/realistic vs a heroic/opera feel?</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 9873635, member: 6804070"] 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? [/QUOTE]
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