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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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<blockquote data-quote="Umbran" data-source="post: 9879023" data-attributes="member: 177"><p>So, this is true if you are approaching these games in a traditional mode. Then, metacurrency is just another resource, and you spend it to make your life easier.</p><p></p><p>If you have the narrative bug in your play, though, then their dramatic use becomes more clear. They are for the times when ou wanna have a mechanical way to say, "Screw balance, I want this to be cool!"</p><p></p><p></p><p></p><p></p><p>So, I played a ton of D6 Star Wars in college, and I play games with metacurrencies all the time. There are three basic approaches to how you deal with balance here:</p><p></p><p>1) You don't. You just let the metacurrency fly as it will, and what the PCs can do, they do. </p><p></p><p>2) Recognize how the metacurrency works, and work with it. </p><p></p><p>For something like D6, where the metacurrency is potent and rare, the bulk of the time, you balance the game for play without metacurrency. Then, you build the dramatic moments with tasks, adversaries, situations, and/or goals that are nigh impossible without the metacurrency. Your descriptions should telegraph for the players when they are in which times - when you are busting out the duels over lava, and the Death Star is about to fire, that's a time to bust out the metacurrency.</p><p></p><p>For something like Fate, or Daggerheart, Savage Worlds, or several other more recent games with metacurrency, the currency is less potent, and they have an explicit metacurrency <em>economy</em>, where points are supposed to flow back and forth pretty regularly. These will have their own balanace that you have to learn, but you end up with a hybrid of the first and second cases - a few points get spent early, but mostly the players save them for when they are screwed if they don't use them.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9879023, member: 177"] So, this is true if you are approaching these games in a traditional mode. Then, metacurrency is just another resource, and you spend it to make your life easier. If you have the narrative bug in your play, though, then their dramatic use becomes more clear. They are for the times when ou wanna have a mechanical way to say, "Screw balance, I want this to be cool!" So, I played a ton of D6 Star Wars in college, and I play games with metacurrencies all the time. There are three basic approaches to how you deal with balance here: 1) You don't. You just let the metacurrency fly as it will, and what the PCs can do, they do. 2) Recognize how the metacurrency works, and work with it. For something like D6, where the metacurrency is potent and rare, the bulk of the time, you balance the game for play without metacurrency. Then, you build the dramatic moments with tasks, adversaries, situations, and/or goals that are nigh impossible without the metacurrency. Your descriptions should telegraph for the players when they are in which times - when you are busting out the duels over lava, and the Death Star is about to fire, that's a time to bust out the metacurrency. For something like Fate, or Daggerheart, Savage Worlds, or several other more recent games with metacurrency, the currency is less potent, and they have an explicit metacurrency [I]economy[/I], where points are supposed to flow back and forth pretty regularly. These will have their own balanace that you have to learn, but you end up with a hybrid of the first and second cases - a few points get spent early, but mostly the players save them for when they are screwed if they don't use them. [/QUOTE]
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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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