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Podcast #285:The Pros and Cons of Metacurrency
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<blockquote data-quote="TheSword" data-source="post: 9258450" data-attributes="member: 6879661"><p>Interesting discussion on the En World podcast this week about Metacurrency, with some really interesting viewpoints.</p><p></p><ul> <li data-xf-list-type="ul">Metacurrency as a clicker to train players</li> <li data-xf-list-type="ul">As a shorthand way to give positive reinforcement</li> <li data-xf-list-type="ul">To allow players to affect the narrative</li> <li data-xf-list-type="ul">To force players to perform</li> <li data-xf-list-type="ul">Generated mechanically versus GM awarded.</li> </ul><p>My main experience with Metacurrency is with WFRP but lots of systems have them.</p><p></p><p>One thing I like is when they are linked to player choices. For instance in WFRP every character chooses a main motivation (fame, wealth, knowledge, respect, kindness etc) and they regain spent Resolve when you act in a way that is consistent with that motivation. So the DM awards it but the player chooses the behaviour to reward. Resolve can be used to remove conditions and ignore psychology like fear.</p><p></p><p>Resilience (the root of resolve) is awarded when a player completes a major long term goal - that might be to raise a temple to their god, or become the elector counts champion. Again the player has chosen the goal. Resilience can be spent to pick any number on a dice roll. A guaranteed success or the best result you can get.</p><p></p><p>Fortune is regained when players start a new session (or more sessions if they’re short) so it’s linked to a mechanical element. It’s used for simple re-rolls or to nudge results over the line.</p><p></p><p>Fate (the root of fortune) is awarded rarely when the PCs do something superbly heroic - so usually linked to the adventure. It can save your character from death (in the manner of your DMs choosing but usually after the encounter)) or you can totally ignore one instance of damage.</p><p></p><p>In WFRP elves and dwarves get less of these to balance out the other advantages they have and it makes a big difference in play. Particularly in a game as random as WFRP.</p><p></p><p>Lastly Corruption is an inverse Metacurrency that the players accrue as a debt when they encounter corrupting influences. Players can also gain them if they run out of fortune points to get an extra re-roll. They can get rid of them by accepting a dark deal with the DM to do something screwy. If they go to high, characters can mutate or become afflicted with maladies.</p><p></p><p>I generally like all these methods, which is interesting as there is a real mix. What are your experiences with Metacurrencies. When have you seen them work? When have they failed abysmally?</p></blockquote><p></p>
[QUOTE="TheSword, post: 9258450, member: 6879661"] Interesting discussion on the En World podcast this week about Metacurrency, with some really interesting viewpoints. [LIST] [*]Metacurrency as a clicker to train players [*]As a shorthand way to give positive reinforcement [*]To allow players to affect the narrative [*]To force players to perform [*]Generated mechanically versus GM awarded. [/LIST] My main experience with Metacurrency is with WFRP but lots of systems have them. One thing I like is when they are linked to player choices. For instance in WFRP every character chooses a main motivation (fame, wealth, knowledge, respect, kindness etc) and they regain spent Resolve when you act in a way that is consistent with that motivation. So the DM awards it but the player chooses the behaviour to reward. Resolve can be used to remove conditions and ignore psychology like fear. Resilience (the root of resolve) is awarded when a player completes a major long term goal - that might be to raise a temple to their god, or become the elector counts champion. Again the player has chosen the goal. Resilience can be spent to pick any number on a dice roll. A guaranteed success or the best result you can get. Fortune is regained when players start a new session (or more sessions if they’re short) so it’s linked to a mechanical element. It’s used for simple re-rolls or to nudge results over the line. Fate (the root of fortune) is awarded rarely when the PCs do something superbly heroic - so usually linked to the adventure. It can save your character from death (in the manner of your DMs choosing but usually after the encounter)) or you can totally ignore one instance of damage. In WFRP elves and dwarves get less of these to balance out the other advantages they have and it makes a big difference in play. Particularly in a game as random as WFRP. Lastly Corruption is an inverse Metacurrency that the players accrue as a debt when they encounter corrupting influences. Players can also gain them if they run out of fortune points to get an extra re-roll. They can get rid of them by accepting a dark deal with the DM to do something screwy. If they go to high, characters can mutate or become afflicted with maladies. I generally like all these methods, which is interesting as there is a real mix. What are your experiences with Metacurrencies. When have you seen them work? When have they failed abysmally? [/QUOTE]
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Podcast #285:The Pros and Cons of Metacurrency
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