In the discussion of common pitfalls in GURPS (which was really common pitfalls in RPGs in general, for the most part, some of which applied more directly to GURPS), the topic of metagaming currencies came up.
What is a metagaming currency? Well, I’ll pick on GURPS, since I can think of a few:
- Luck can be use X times per hour/day/game session. It allows you to reroll certain bad die rolls, or try and improve on good ones.
- Tactics success can allow the equivalent of Luck rerolls, a certain number of times per battle
- Destiny or Bonus points, discussed in GURPS Monster Hunters at least, and I give them a nod in The Last Gasp, again give you “good stuff,” much of it being Luck-type re-rolls, and you get a certain number per game based on the number of points you’ve invested in (for example) a Wildcard skill
“OK, you guys just landed on the beach, saw most of your comrades in arms brutally murderized, but have managed to come through relatively unscathed. Now, we begin with . . . “
. . . or you’re going to want to have some sort of ability for the PCs to avoid random death. I am utterly convinced that by dint of skill, behavior, a knack for making the right call under pressure, certain soldiers (it’s most obvious in war, I think) are “lucky,” but it’s such a repeated kind of luck that it’s probably not actual luck. Well, most of the time.
How to represent that? GURPS does it through a very specific set of metagame currencies, purchased as advantages or bequeathed by certain kinds of skills. I find this kind of metagaming helps with immersion, rather than harms it. When you do things like use such things to make a fatal bullet wound a scary close call (a “graze”) – but you have a limited supply, so your luck can indeed run out. I think it makes for the right kind of resource-management type of decision that is perfectly in keeping – in the outcome, if not strictly by method – with good roleplaying.
We use Destiny points in +Nathan Joy‘s GURPS DF: Jade Regent game, and they significantly aid fun. Honestly, Pathfinder itself, with the flat probability distribution of the 1d20 die roll, could probably benefit from such a thing. Maybe 1 “re-roll” per session every 4-5 levels or something (I may very well find exactly this exists, but I haven’t come across it yet).
In short: bring on the metagaming management of resources to help the players influence their own story. I love it, I love it, I want more of it.