Meta Plot Discussion

Paka

Explorer
I like a world with some history, some background and some flavor and then I like it when the publisher is kind enough to leave me and my group alone. I want a world poised on the brink, where players light the fuse that leads to the adventurous dynamite.

Books should give me an idea, a taste, inspiration over definiation and then leave the story for the players and the DM to create at the table.

The philosophies behind meta-plots have been discussed in a nearby setting thread and I thought it deserved its own thread.

For those who enjoy meta-plots, I would be curious to hear why, what you like about it. I am not slamming anyone or any settings and telling people they're dumb for liking meta-plots when I don't. Just looking for a dialogue.

Do you use it in your game?

Is it a part of your game or a substitute for it?

What happens when the meta-plot and your game's plot diverge?

Thanks for reading.
 

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In The 13 Kingdoms there's no real metaplot. Too constricting. The various regional coordinators mostly drive the events that occur, coordinating with any DMs currently campaigning in their area, but not so much with the metaplots.

I don't mind them, but IMHO they limit DM options.
 

I am not fond of metaplots, as I generally have my own ideas about what I want to do with a setting. On the other hand, a well-written and flexible metaplot will often give GMs something to hang their own plots on, and inspire them to form their own plots and plotlines.

Unfortunately, most metaplots I've seen have been too restrictive, and the games constructed in such a way that playing against the metaplot quickly leaves one without material support for the game. In the worst of these, you get games in which, if you are not a part of the metaplot, your characters end up being completely irrelevant to the game world.

Strangely enough, the games I most often associate with metaplot aren't the worst offenders about restrictive metaplot-- while I tend to associate metaplot with the World of Darkness and Legend of the Five Rings, the most restrictive metaplots in my experience are in Star Wars and Dragonlance.
 

I think everyone is working on different definitions of metaplots. I know that what I considered to be a "metaplot" was different than someone else's in the Campaign Setting thread.

One definition of a metaplot would be a campaign setting with a basic plot already provided for the DM. Midnight would be an example of this type of metaplot, where it is generally expected that the PCs will struggle against the Evil Overlord despite the great odds and no benefits. The old Dragonlance setting also had a significant metaplot.

The other definition I've seen used is a dynamic campaign setting where due to novels, new gaming supplements, or adventures, the core setting changes. Countries might go to war, rulers may get assassinated, or bakeries prosper. The Forgotten Realms is an example of this form of metaplot.
 

My campaign setting has some over-arching history-in-the-making world-shattering extinction-level-events going on, but it's a homebrew, so I'm allowed to break it.

It's the type of stuff that the PCs won't be able to alter until Epic levels. Does that count?

-- N
 

Paka said:
I like a world with some history, some background and some flavor and then I like it when the publisher is kind enough to leave me and my group alone.
Yeah, I hate when publishers come to my house and force me to use things. :p

Seriously, it doesn't really bother me that much. If I like something, I use it, if I don't like something, I don't. Plain and simple. Now if an entire book is meta-plot, then there's problems, because I didn't buy an adventure, I bought a source book. Other than that, I couldn't care less.
 

Hammerhead said:
One definition of a metaplot would be a campaign setting with a basic plot already provided for the DM. Midnight would be an example of this type of metaplot, where it is generally expected that the PCs will struggle against the Evil Overlord despite the great odds and no benefits. The old Dragonlance setting also had a significant metaplot.

I don't see Midnight as a meta-plot at all. It has a flavor and a direction intended into the game as all games really should but once you are off in that direction it is up to your group.

Furthermore, there aren't big heroes out there to steal the thunder from your PC's. There aren't enough heroes out there to do so. When your PC's make a splash, they really become the main players.

Hammerhead, I think you are getting, flavor and direction mixed up with meta-plot, which is a bit different, from my point of view.

Thanks. You are right. The first thing done in this thread should have been to define the terms.

Anyone have a good definition?
 

Paka said:
Anyone have a good definition?

Metaplot: A campaign setting with an over-arcing plot set into place which will occur regardless of the actions of your PCs, and in doing so alters the setting. Usually, this implies a change to the setting which runs counter to the wishes of the group, or at least the direction in which they wanted the campaign to go.

That work?
 

Zombie-a-GoGo said:
Metaplot: A campaign setting with an over-arcing plot set into place which will occur regardless of the actions of your PCs, and in doing so alters the setting. Usually, this implies a change to the setting which runs counter to the wishes of the group, or at least the direction in which they wanted the campaign to go.

That work?

Zombie-a-GoGo, you gave us a great start. Thanks. I would take out the last sentence, as many people enjoy meta-plot and I don't want to paint it as negative in the very definition just because that is my personal opinion. Let me offer a re-write and we'll all nitpick this definition to death until we come to some kind of consensus.

Meta-Plot: A campaign setting with a forward moving plot that will be presented in further supplemental material and/or novels that change the world dramatically.

Proponents of meta-plot use what plot they wish, often running games that run parallel to the plot without interfering with the supplements' and/or novels' concepts or ignore the parts that get in the way of their game's central plot.

Opponents of this type of supplemental ethos will either ignore all books that come out after a certain point, using only a main book or will game in worlds that do not make use of meta-plot oriented supplements.

Meta-Plot settings include the Forgotten Realms, World of Darkness, and Legends of the Five Rings (a unique CCG based meta-plot that deserves discussion in its own right).

Worlds that forego meta-plot are Arcana Unearthed/Diamond Throne, Midnight, and X, Y and Z?


Ideas? Corrections?
 

There are plots then there are plots.

I tend to over work my games, building plot events, NPC group events, and story events, then picking the ones my players paths will cross. (In a city game, I have a number of groups.)

I don't try to lead my players down any path letting them decide where to roam but as the time line progresses, events are going to take place.
 

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