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Please describe your experience (players) or management (GMs) of a perfectly executed metaplot...
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<blockquote data-quote="merwins" data-source="post: 7599151" data-attributes="member: 6829883"><p>I don't want to spill any details of my campaign, but suffice to say that I've been running for the better part of four years (IRL) now. </p><p></p><p>In year one, I introduced several themes, concepts and NPCs. There was a hidden overarching theme which many characters began to suspect in year two, and validate in year three. </p><p></p><p>Now, finally, in year four, there is a hint that I can swivel perception to loop back to some of those beginning characters and concepts again. Things will make sense, and in an "oh wow" kind of way. </p><p></p><p>It's possible that the PCs could have sidestepped everything and stayed ignorant of the larger picture. In fact, may of their activities so far have been "stirring the pot" in a clueless (lacking connective information) way. </p><p></p><p>But things are just about to make sense in an Oldboy or Usual Suspects kind of way and THEN the PCs are going to have to go on. It's not a twist for the sake of a twist. It's the seed of a metaplot that germinated and grew as we played. I've been busy running day-to-day, and just realized, "Hey, a plant grew up there." </p><p></p><p>I'm not talking about reaching the end of an adventure module. We've had loads of adventures. The campaign isn't over, which is why I'm withholding detail. </p><p></p><p>It's that the STORY is finally developing in a recognizable way. I hope that makes sense. </p><p></p><p>If I had pushed this story, I guarantee you, the impact that I am anticipating would not be possible. It's the meandering, the drifting events that will ultimately make it more impactful. </p><p></p><p>When the campaign ends, could I run more adventures in the world? Sure, but the frame for the metaplot will be gone, Stories could still be powerful, but that huge revelation probably won't exist. I'd have to make something else. </p><p></p><p>Has anyone created or gone through a similar experience in their game? How long did it take for the wraparound, for things to really connect? How did everyone (individually) view the payoff, both from the perspective of player and as a character?</p><p></p><p>Edit: And, perhaps most importantly, if it has gone poorly, why did that happen, and could it have been corrected?</p><p></p><p>Edit 2: I should add that this would likely have not been possible if I didn't have one character that has survived through it all. Without that continuity, the metaplot would likely be lost. Some PCs have died, some are abandoned by their players (for various reasons). </p><p></p><p>I will add that in my world, character death is always a player choice.</p></blockquote><p></p>
[QUOTE="merwins, post: 7599151, member: 6829883"] I don't want to spill any details of my campaign, but suffice to say that I've been running for the better part of four years (IRL) now. In year one, I introduced several themes, concepts and NPCs. There was a hidden overarching theme which many characters began to suspect in year two, and validate in year three. Now, finally, in year four, there is a hint that I can swivel perception to loop back to some of those beginning characters and concepts again. Things will make sense, and in an "oh wow" kind of way. It's possible that the PCs could have sidestepped everything and stayed ignorant of the larger picture. In fact, may of their activities so far have been "stirring the pot" in a clueless (lacking connective information) way. But things are just about to make sense in an Oldboy or Usual Suspects kind of way and THEN the PCs are going to have to go on. It's not a twist for the sake of a twist. It's the seed of a metaplot that germinated and grew as we played. I've been busy running day-to-day, and just realized, "Hey, a plant grew up there." I'm not talking about reaching the end of an adventure module. We've had loads of adventures. The campaign isn't over, which is why I'm withholding detail. It's that the STORY is finally developing in a recognizable way. I hope that makes sense. If I had pushed this story, I guarantee you, the impact that I am anticipating would not be possible. It's the meandering, the drifting events that will ultimately make it more impactful. When the campaign ends, could I run more adventures in the world? Sure, but the frame for the metaplot will be gone, Stories could still be powerful, but that huge revelation probably won't exist. I'd have to make something else. Has anyone created or gone through a similar experience in their game? How long did it take for the wraparound, for things to really connect? How did everyone (individually) view the payoff, both from the perspective of player and as a character? Edit: And, perhaps most importantly, if it has gone poorly, why did that happen, and could it have been corrected? Edit 2: I should add that this would likely have not been possible if I didn't have one character that has survived through it all. Without that continuity, the metaplot would likely be lost. Some PCs have died, some are abandoned by their players (for various reasons). I will add that in my world, character death is always a player choice. [/QUOTE]
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