I enjoyed this thread of deconstructed PbtA moves by Brandon Leon-Gambetta.
One thing Brandon touches on several times in the thread is the idea of currency systems in games. I think I understand what he means by that, but I want to try an exercise of pulling out what I think are the game currencies of a game I’m familiar with: Masks.
Influence—a social currency, existing in on/off modes rather than accruing. Players gain it through fiction (and occasionally mechanics) and gain advantages on particular characters by holding it, and one-time bigger advantages on those characters by spending it.
Conditions—a harm-adjacent currency. Players take conditions as fictional/mechanical consequences. Conditions give you a handicap to certain moves. You are incentivized to clear your conditions, either by being comforted by a fellow PC or by taking a dramatic (possibly disadvantageous) action keyed to the condition (e.g. to clear Guilty, make a sacrifice to absolve your guilt).
Team—an abstraction of teamwork/morale. Players as a whole gain Team mechanically in ways responsive to how united the team is, then spend it to help other players with near-misses on rolls. Or spend it selfishly to shift their own labels.
Potential—The XP currency. When you roll a miss, you mark potential. Filling up your potential track lets you take an advancement.
Labels—The stats of the game. Characters with Influence over you (PCs or adult NPCs) can tell you how the world works and shift your labels unless you roll to resist them. Certain mechanics let you shift your own labels.
Burn—One playbook (The Nova) gains this special currency with a risky move, then spends the currency to use their powerful abilities.
Did I get all the main Masks currencies? Any thoughts on currencies from games you know, PbtA or otherwise? Any thoughts on what makes things more or less effective currencies in games?