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Metaplots - it wasn't just TSR that did them
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<blockquote data-quote="eyebeams" data-source="post: 5318745" data-attributes="member: 9225"><p>Metaplot is the single most common request/desire I hear from fans. Online fandom is far, far more opinionated about this than folks I meet at conventions, gatherings, etc. Throwing them out is generally a mistake in any game world where you desire investment in it as something with its own identity. It's one of the reasons people still want to play Vampire: The Masquerade and one of the reasons why Exalted's lack of metaplot is almost a metaplot with weasel words at this point.</p><p></p><p>It is however possible to do them badly, and their creative demands ensure that you will not bat a thousand with them. Even if you avoid major issues like having plots invalidate character types or disguise rules updates, you'll have good and bad years. Metaplot is also challenging, because creators now need to take continuity seriously. </p><p></p><p>One of the sad things is that RPGs pioneered many story arc development techniques that other media are only now starting to understand and in at least one case (Star Wars) bear responsibility for founding an extraordinarily popular meta-narrative. Basically, the field had the opportunity to show everyone how large narratives ought to be managed, and lost the knack for it.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 5318745, member: 9225"] Metaplot is the single most common request/desire I hear from fans. Online fandom is far, far more opinionated about this than folks I meet at conventions, gatherings, etc. Throwing them out is generally a mistake in any game world where you desire investment in it as something with its own identity. It's one of the reasons people still want to play Vampire: The Masquerade and one of the reasons why Exalted's lack of metaplot is almost a metaplot with weasel words at this point. It is however possible to do them badly, and their creative demands ensure that you will not bat a thousand with them. Even if you avoid major issues like having plots invalidate character types or disguise rules updates, you'll have good and bad years. Metaplot is also challenging, because creators now need to take continuity seriously. One of the sad things is that RPGs pioneered many story arc development techniques that other media are only now starting to understand and in at least one case (Star Wars) bear responsibility for founding an extraordinarily popular meta-narrative. Basically, the field had the opportunity to show everyone how large narratives ought to be managed, and lost the knack for it. [/QUOTE]
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