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Let's Talk About Metacurrency
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<blockquote data-quote="jian" data-source="post: 9873905" data-attributes="member: 78087"><p>I’m generally pretty OK with metacurrency and tend to include it in any RPGs I design, but am more interested in how they affect the feel of a game.</p><p></p><p>Obviously this depends on what the MC can do - if it just lets you reroll a failed check, that can feel different from regaining Health, using abilities, or declaring narrative changes to the world or setting. If the MC powers abilities, that’s very interesting because it means the ability isn’t always under the character’s control and is limited in use by whatever gets you the MC. If your character can only fly if they have Destiny Points, how does that feel in the fiction? Is their flying dependent on their confidence, faith, standing with their deity, or something else?</p><p></p><p>Generally, I think that if the game has no MC at all - older RPGs and OSR games often fall into this category - then that does feel more like a let the dice fall where they may approach. It doesn’t have to, of course - depends what the social contract and assumptions at the table are, how generous the GM is, and so on.</p><p></p><p>Personally the main beef I tend to have with MC is players forgetting to use it, which honestly tends to indicate it wasn’t particularly necessary to begin with (or that the game has more resources and fiddly bits than the players have headspace for right now). I’m looking at you, Fate points.</p></blockquote><p></p>
[QUOTE="jian, post: 9873905, member: 78087"] I’m generally pretty OK with metacurrency and tend to include it in any RPGs I design, but am more interested in how they affect the feel of a game. Obviously this depends on what the MC can do - if it just lets you reroll a failed check, that can feel different from regaining Health, using abilities, or declaring narrative changes to the world or setting. If the MC powers abilities, that’s very interesting because it means the ability isn’t always under the character’s control and is limited in use by whatever gets you the MC. If your character can only fly if they have Destiny Points, how does that feel in the fiction? Is their flying dependent on their confidence, faith, standing with their deity, or something else? Generally, I think that if the game has no MC at all - older RPGs and OSR games often fall into this category - then that does feel more like a let the dice fall where they may approach. It doesn’t have to, of course - depends what the social contract and assumptions at the table are, how generous the GM is, and so on. Personally the main beef I tend to have with MC is players forgetting to use it, which honestly tends to indicate it wasn’t particularly necessary to begin with (or that the game has more resources and fiddly bits than the players have headspace for right now). I’m looking at you, Fate points. [/QUOTE]
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