I have a tough time with this. For me, any setting is how things happened, if nothing else interferes. I have no problem doing my own thing and I don't care if it doesn't follow canon. I like reading about change, so I like it when new books come out and advance the "plot" by telling us things have happened to give us ideas. What I prefer is a timeline where I can get ideas and then start somewhere and go forward from there, doing what I want and letting the players influence things.
What I don't like about metaplot is more that the designers don't like to share their ideas or notes for some reason. So, since I know FR, back in Cloak and Dagger (2E), they had Khelbun suddenly resign from the Lords of Waterdeep, was kicked out of the Harpers and start his own group. That's fine. What's not is WHY? Why did he do it? We weren't told the reasons behind it, where it would continue or given a timeline of it so we could do our own thing. No modules based on it to give us their ideas on how it would play out.
(OOP game settings seem perfect for this because of the design philosophy they have, of not telling us much. An OOP setting is all done and laid out for me and I get to do what I want with it.)
That's what annoys me. I don't know why designers do that. Why keep everything close and not share it? What purpose does that serve? (It could be that's a good business decision to keep people coming back and if so I don't like it.) It's too bad they can't lay it all out for us and let us use it as we think we should.
"Hey, our plan was King X would do this." "This country is invaded and here is the prelude."
That would then tell us what to expect in later supplements. We might not be able to be surprised, and that's a good thing, imo. Of course, this also fits with my style. I have stopped trying to surprise my *players* and instead work with them to surprise their *characters*. That's me.
edg