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But let's put things in perspective:
The problem with a copper ring weighing as much as a gold necklace is an overly abstract simulation.
Me spending a Hero Point to force the Bond Villain to Monologue and tell me his plan before the Death Ray cuts me in half "because that's what Bond Villains do" isn't even in the same country, let alone ballpark.
Sure, but this is what I'm getting at as far as the spectrum. The Hero Point example is definitively an OOC-based mechanic, but not necessarily what I'd describe as a narrative mechanic. I do perceive it as an attempt to model the reality of the world, that world being that of the Bond films. It grants players an ability to effect events in the world, but not necessarily to influence or create an overarching story, anymore than a wizard casting a Babble spell. But what really intrigues me is that I'm not certain that its the mechanic or the effect itself that makes it OOC, its literally the presentation. For example, imagine that instead of "Hero Points", a Bond rpg character has a pool of points called "Taunt" or "Goad". The player can then use these points in conjunction with making a smart alec remark or witty retort to a spur a response. To take an even more blatant example, take FASERIP's Karma Points vs Icon's "Determination". Both are genre mechanics, but one could easily say one is largely OOC while the other is easily justified as IC.