Non-diegetic resources in tabletop roleplaying games are often called “metacurrencies”.

i.e. if your character defeats a dragon and gets some gold coins, that’s actual currency in game. The character has that. Same if they got “magic essence”, if that’s a thing in the world, or land, or a princess’ hand in marriage.

But if your character gets a “Hero point” that can then be spent to twist fate at some later date, it’s not something the character has - but a reward on a meta layer, encouraging thinking about that gamified layer and the player’s interest in gaining points, irrespective1 of the character’s intents.

There's nuance to this; some diegetic resources are measured in non-diegetic units. “Hit Points” in many games are an example of this. The character doesn’t have 5 hit points in universe, but there’s a tangible thing that’s going down when they lose them2. The resource is an abstraction, but one that’s meant to map to the simulated world. Meanwhile, some meta-resources can be real in-universe: fate may actually smile on the heroes in a literal sense3.

There’s some metacurrencies in this game, like Doubt and Fame. They tend to inhabit the grey area - real, from a certain point of view - but not something to dissect exactly a scientific connection between every cause and effect.

Footnotes

  1. But note irrespective is not necessarily in contradiction of.

  2. Though there can be endless debate per system and scenario on what that thing is - if it’s their stamina, their health, or whatever.

  3. And when a game emulates a genre where fate and magic are real - not in a scientific way, but a way that is karmic, sympathetic and present, it’s often bringing with it that implication even when the game itself doesn’t recognize it.