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*TTRPGs General
Metaplots: the good, the bad, and the ugly.
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<blockquote data-quote="wingsandsword" data-source="post: 8032181" data-attributes="member: 14159"><p>Metaplots, that game setting design convention of the setting timeline moving forward and the setting changing over time in future books.</p><p></p><p>It was quite the rage in game design in the 1990's, but seems to be a little less popular now.</p><p></p><p>We've seen a pretty broad spectrum of how games act with regard to metaplot.</p><p></p><p>At one end, we have Eberron. . .absolutely no metaplot, the published game setting is intentionally fixed at one specific point in time and even 16 years (and 2 D&D editions) later it hasn't budged. New World of Darkness seemed to go far out of its way to avoid any kind of metaplot as well.</p><p></p><p>On the other end, we have the Old World of Darkness or Forgotten Realms, where the world changes every few years in some huge sweeping way. If your local gaming groups keep up with the metaplot, if you're away for a few years, it could be a whole new setting by the time you get back (or if you try to buy new books, only to find that now the whole world has irrevocably changed). Old WoD was particularly bad about introducing sweeping setting changes in seemingly innocuous books, and the only way to know what was happening would be to buy literally every book they made (I'm sure WW was making money hand-over-fist with this strategy for a while in the 90's). I remember trying to create a Mage character in an Old WoD game circa 2002 and being told that Mages just plain <em>couldn't</em> be from a certain city, because that city is ruled by Mummies now and that any Mage that awakened in that city would all be captured and turned into a Mummy "Yeah, that's in the new Mummy book that just came out." as I was told.</p><p></p><p>The problem with metaplot, to me, seems to be when the changes are big enough that they "break" the setting, that they change things so much that it invalidates too much of what fans know and love about the setting, and that the "feel" of things changes so much. Instead of small, incremental changes to a setting, it seemed like a desire to have huge, world-shattering changes every few years (as a gimmick to sell books, or a way to change the setting to fit a new edition or game system). Small changes over time, with a slowly advancing timeline, help a world seem more "real", that it's less a fictional construct. . .but when vast world-changing, cosmology-altering, cataclysms seem to happen <em>repeatedly </em>within a decade or two, that seems to stretch plausibility to say the least.</p><p></p><p>For me, I just plain stopped paying attention to new FR materials after the Spellplague. . .it was just TOO big of a world change and seemed to fly right in the face of existing rules of how the world was supposed to work, and the more I learned about it, the LESS I liked it. When I run FR, it's always before the Spellplague, the official timeline just plain ends in 1383 DR (the breaking of the Triad in 1384 was another bizarre metaplot event I just couldn't accept either). Back in college I had a lot of friends that were huge Dragonlance fans. . .that all basically gave up on Dragonlance with Dragons of Summer Flame and the similar total breaking of the setting that came with the 5th Age (I think the whole "Saga era" of DL was one of TSR's bigger blunders, all my DL friends seemed to act like DoSF was literally the last DL book ever made). My college gaming group loved Planescape. . .but we universally rejected Faction War. </p><p></p><p>What are your thoughts on the practice? Are there some metaplots you think were handled better than others? Are there some you really like, that you really dislike?</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 8032181, member: 14159"] Metaplots, that game setting design convention of the setting timeline moving forward and the setting changing over time in future books. It was quite the rage in game design in the 1990's, but seems to be a little less popular now. We've seen a pretty broad spectrum of how games act with regard to metaplot. At one end, we have Eberron. . .absolutely no metaplot, the published game setting is intentionally fixed at one specific point in time and even 16 years (and 2 D&D editions) later it hasn't budged. New World of Darkness seemed to go far out of its way to avoid any kind of metaplot as well. On the other end, we have the Old World of Darkness or Forgotten Realms, where the world changes every few years in some huge sweeping way. If your local gaming groups keep up with the metaplot, if you're away for a few years, it could be a whole new setting by the time you get back (or if you try to buy new books, only to find that now the whole world has irrevocably changed). Old WoD was particularly bad about introducing sweeping setting changes in seemingly innocuous books, and the only way to know what was happening would be to buy literally every book they made (I'm sure WW was making money hand-over-fist with this strategy for a while in the 90's). I remember trying to create a Mage character in an Old WoD game circa 2002 and being told that Mages just plain [I]couldn't[/I] be from a certain city, because that city is ruled by Mummies now and that any Mage that awakened in that city would all be captured and turned into a Mummy "Yeah, that's in the new Mummy book that just came out." as I was told. The problem with metaplot, to me, seems to be when the changes are big enough that they "break" the setting, that they change things so much that it invalidates too much of what fans know and love about the setting, and that the "feel" of things changes so much. Instead of small, incremental changes to a setting, it seemed like a desire to have huge, world-shattering changes every few years (as a gimmick to sell books, or a way to change the setting to fit a new edition or game system). Small changes over time, with a slowly advancing timeline, help a world seem more "real", that it's less a fictional construct. . .but when vast world-changing, cosmology-altering, cataclysms seem to happen [I]repeatedly [/I]within a decade or two, that seems to stretch plausibility to say the least. For me, I just plain stopped paying attention to new FR materials after the Spellplague. . .it was just TOO big of a world change and seemed to fly right in the face of existing rules of how the world was supposed to work, and the more I learned about it, the LESS I liked it. When I run FR, it's always before the Spellplague, the official timeline just plain ends in 1383 DR (the breaking of the Triad in 1384 was another bizarre metaplot event I just couldn't accept either). Back in college I had a lot of friends that were huge Dragonlance fans. . .that all basically gave up on Dragonlance with Dragons of Summer Flame and the similar total breaking of the setting that came with the 5th Age (I think the whole "Saga era" of DL was one of TSR's bigger blunders, all my DL friends seemed to act like DoSF was literally the last DL book ever made). My college gaming group loved Planescape. . .but we universally rejected Faction War. What are your thoughts on the practice? Are there some metaplots you think were handled better than others? Are there some you really like, that you really dislike? [/QUOTE]
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