We are running a TSOY game with no metaplot.
It is a retroactive game sort of.
The game started with the characters meeting at a tavern. The characters are at the end of their adventuring career and are telling stories about the "old days."
A player then picks a story they want the next 'adventure' to be about. A couple of sessions or so and the story is completed and the next player at the table comes up with the idea for the next story. In this way it is more like an old Conan book, a bunch of stories that are not strongly related to each other. Each player is allowed to pick an element (old NPCs, villians, monsters, ideas etc.) that need to be present in the new story, so all players have some role in crafting the new story.
The players come up with the new story at the end of a session (so I can prepare) and are supposed to start it off as "Remember the time...."
We haven't figured out what to do if a player character dies in the stories (how can they then be at the tavern since they are dead) but will deal with that when it happens.
This way of playing has no metaplot but individual story elements will carry over from story to story if a player finds something interesting. It also allows characters to travel from one part of the world to another and completely handwaiving all travel. Matter of fact the story can start with any elements already in place (characters are in a dungeon, one of the characters being the mayor of a city, we once started at the end of a battle where their side has basically lost). The players can also switch out characters if they want though they have never done this. The characters all have the conanesque morality which makes it a little easier.
It is a retroactive game sort of.
The game started with the characters meeting at a tavern. The characters are at the end of their adventuring career and are telling stories about the "old days."
A player then picks a story they want the next 'adventure' to be about. A couple of sessions or so and the story is completed and the next player at the table comes up with the idea for the next story. In this way it is more like an old Conan book, a bunch of stories that are not strongly related to each other. Each player is allowed to pick an element (old NPCs, villians, monsters, ideas etc.) that need to be present in the new story, so all players have some role in crafting the new story.
The players come up with the new story at the end of a session (so I can prepare) and are supposed to start it off as "Remember the time...."
We haven't figured out what to do if a player character dies in the stories (how can they then be at the tavern since they are dead) but will deal with that when it happens.
This way of playing has no metaplot but individual story elements will carry over from story to story if a player finds something interesting. It also allows characters to travel from one part of the world to another and completely handwaiving all travel. Matter of fact the story can start with any elements already in place (characters are in a dungeon, one of the characters being the mayor of a city, we once started at the end of a battle where their side has basically lost). The players can also switch out characters if they want though they have never done this. The characters all have the conanesque morality which makes it a little easier.