Share your favorite Metaplot

I wonder if The Universe was looking for things like:
The Blood War
The Greyhawk Wars
The liberation of (part of) Dark Sun
When the FR gods fell to earth
When the DL gods came back
etc...

and not getting too many responses, because while these things may make good fiction, they are not loved in play, and it is the metaplots where the PCs at least seem to be the driving force that are loved...(of course, I am really starting to get into the metaplot good or bad thing, so I guess I will stop)
 

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How do you guys deal with players whom just don't keep up with the metaplot?
I let them suffer the consequences of their idiocy. If you go back to buy a sword from the blacksmith who was revealed to be a Yuan-ti agent last session, suck it up when it turns out to be cursed (or worse).
 

TerraDave said:
I wonder if The Universe was looking for things like:
The Blood War
The Greyhawk Wars
The liberation of (part of) Dark Sun
When the FR gods fell to earth
When the DL gods came back
etc...

and not getting too many responses, because while these things may make good fiction, they are not loved in play, and it is the metaplots where the PCs at least seem to be the driving force that are loved...(of course, I am really starting to get into the metaplot good or bad thing, so I guess I will stop)
I was initially asking about metaplots that are interesting in and of themselves, so yeah - I'd like to hear about some of those things.
 

The year by year metaplots that were presented in the Poor Wizards Almanac for the THe Known World (post wrath of the immortals).

Entire continents sank, the rulers of empires died of old age, monster uprisings, etc. Momentus events details month by month, ready to be dropped into the game as you go.

Rocked my world when I first came accross it.
 

Interesting question.

The "meta-plot" IMC was to restore two broken halves of an artifact. This developed over the first month of play. We played on and off for 4 years with just this one meta-plot! The PCs caught up with the meta-plot and did restore the artifact. Usually, this is the grand finale and the PCs retire. Not so IMC. They decided that with the amulet they would use it to defeat a great enemy of theirs and the last part of the campaign was the PCs' counterattack. Had the NPCs who recruited them to restore the artifact known that the PCs would aquisition it for their own revenge, they never would have hired them in the first place.
 

Minor and Major metaplots

My campaign has one major metaplot -- the tension between Magic as Art (Sorcerers) and Magic as Science (Wizards). This metaplot spans millennia and is cross-planar. This is a philosophical struggle, one that sets the flavor of the various eras of my game world's history. It is a metaplot the main heroic party is only beginning to discover and understand the implications of. As the Main Heroic Party is now on the threshold of Epic level, the background metaplot will rise to the foreground.

Yeah, I know, I'm cribbing from White Wolf's old World of Insufficient Light, but I used to play a LOT of Werewolf back in the day, and I got to like the Garou-specific metaplots, subplots and just plain plots.

Minor metaplots abound as well. Every kingdom, barony and hamlet has secrets. Did the elderly and slightly insane Baron of Ostgaard *really* die of natural causes in his sleep...or did his heir use a cumulative magical poison to drive him mad?
 

In my opinion, love it or hate it, TORG's "Possibility War" metaplot was the most ambitious one that I'm aware of. A number of alternate realities, each with its own set of world laws and axioms, invade Earth. So, you have part of Earth dominated by a high fantasy realm, a pulp adventure realm, a techno-horror realm, a Victorian-era horror realm, etc. Beyond that, WEG had a system set-up where the actual metaplot could be changed depending on what was going on in home games - groups who joined could write up how they handled a given adventure, and WEG would change the official TORG world depdending on how a majority of campaigns finished adventures.
 

Here are my metaplot notes for my AU campaign (borrows liberally from the Diamond Throne core story):

The Dragons Return:
The Metaplot for Eric’s AU Campaign

Something is not right in the lands of Terrakal. Something is out of balance. Something has been missing for too long, and must be set right. The dragons, now only creatures of legend and myth, must return.

What did the dragons of old do?
o Created the dramojh as soldiers in their own dragon vs. dragon war, then left the world of Terrakal, leaving the dramojh behind to slaughter and enslave entire sentient populations.

Why did the dragons of old leave?
o The dramojh were too powerful for the dragons. The dramojh had been created, after all, to attack and destroy dragons – metallic dragons at first, but they evolved and changed and became a danger to all dragons.

Why did the giants of old arrive?
o They arrived to keep the dramojh horde from destroying a beautiful and ancient land, and a deserving and honorable people.
o The leader of the giants of the east entered into an agreement with the dragons of the west. If the dragons would withdraw, the giants would come and rid the land of the dramojh.

Where are the dragons now?
o The dragons now exist in a state of half-awareness in a demiplane. They can reach into the prime material plane through the dreams of mortals. They can both witness dreams occurring as well as subtly affect the dreams of those they view. They use dreams to communicate their desire to return to the world to selected mortals of destiny.

What is the current legacy of the dragons?
o Myths, legends and stories. The majority of such tales cast the dragons as rapacious villains. A minority feature dragons that are sagacious, wise, and even willing to advise human allies in matters of magic and history.
o Fear, anger, hatred because of the dramojh. Even though no living human, litorian, verrik or faen now alive has seen a dramojh, the legacy of that conflict still runs strong throughout civilized culture. It was the defining event of current society.
o The mojh race and their latent ability to spawn half-dragon creatures, and ultimately help the dragons return.
o Certain places of power are remnants of the magic of the dragons of old.
o Some strange creatures alive today were initially the creations of the dramojh and thus are an indirect legacy of the dragons.
o Some mortals suffer strange dreams about dragons and their return.

What is the mojh/dragon connection?
o The mojh unwittingly keep the dragons an active, though subtle, part of the world as it is today. Only recently have certain mojh begun to discover that they, indirectly, hold the key to the return of the dragons.
o When a mojh spawns a kobold, he has essentially created a “more pure” mojh – one with more draconic essence and less of the human.
o Mojh flesh and kobold flesh have magical, transformative properties.
o When an animal, magical beast, or aberration of animal intelligence eats a significant portion of a mojh’s body, or an entire kobold corpse, it transforms into a half-dragon of a random chromatic type over the next day. These half-dragons can breed further half-dragons, albeit at a very slow rate. Known half-dragon types include: marsh stalker (wingless black dragon/crocodile), swamp wyrm (winged green dragon/monstrous snake), firefly (winged red dragon/stirge with small breath weapon), seaflame drake (winged red dragon/huge shark), storm drake (wingless blue dragon/monstrous lizard). Reptilian and aquatic creatures often make the best half-dragons, but all half-dragons are ravenous predators, and all are hideous to behold for they are inherently “wrong” in appearance and behavior.
o When a kobold eats a significant portion of a mojh’s body (could be its “parent” mojh or another mojh), it transforms into the “perfect” half-dragon kobold, known as a dracha. This is the most perfect “dragon” that currently exists in the world. Anyone who looks upon a dracha is struck by its “rightness” – unlike the animal or beast half-dragons, there is nothing hideous about it. It is beautiful, strong, charismatic, and just seems “right.”
o Unlike mojh and kobolds, dracha are fertile and possess gender. If the mojh that spawned it (in its kobold state) was originally a male, the dracha is a male; and if the spawning mojh was originally a female, the dracha is a female. A dracha can mate with another dracha and produce pure dracha offspring. The dragons have methods for creating more dracha as well.

Why is the return of the dragons important?
o Balance – the dragons are part of this world, and their absence has left a hole in the “rightness” of Terrakal. And the giants are contributing to further imbalance by not fostering human leadership of their own lands.
o Lore and history – the dragons know much that even ancient giants have now forgotten.
o Magic – the dragons are the masters of magic and can help develop or uncover new ways to use it. (Over centuries, much magical lore has been recorded but much of it by people who no longer understand what they record. The dragons can help unravel these mysteries.)
o The dragons have changed. They are no longer split along chromatic/metallic lines; each one is a unique individual. Some may be heroes, some may be villains, and some may simply keep to themselves, but like all sentient beings in the world they each deserve their chance to experience life and make choices.
o Avert future catastrophe – In preparation for an even greater threat, against whom all sentient beings (dragon, giant, and mortal) must unite or all will perish (a future metaplot: the arrival of aliens from a "far realm," and the discovery of the “living earth”).

Who wants to stop their return?
o The giants, who believe the dragons abandoned these lands to leave humans and other sentients to their dooms. The giants believe the dragons have no right to return, and suspect that the dragons will wish to dominate all life in these lands.
o Many humans and other sentient beings who know them only from their ancient deeds, their legendary evil, and the legacy of the dramojh and their creations.

Who wants to aid their return?
o Practitioners of mystic arts – they believe the dragons hold the keys to even greater sources of magic.
o The mojh, who (perhaps too optimistically) believe that returning dragons will see the mojh as partners.
o Those who desire to “evolve” – it is said dragons can implant changes in a hero and help him to grow into something more than he could ever be on his own.
o Those who desire to know more of history – akashics, scholars, lorekeepers who realize that the history they know has only been told by one side, the giants.
o The Order of the Axe and similar political organizations – they feel the giants have overstayed their welcome and overextended their power and influence. These are primarily humans of ancient noble lineage who wish to see human lands ruled by humans. They are in the minority at the moment, for most humans are all too content to let the giants take care of the business of government. The human “will to rule” – the spark of ambition, the urge to take charge, the drive to create order from chaos – has been beaten out the human psyche through centuries of defeat and subsequent giantish stewardship. But it lies dormant within each human (and not so dormant in some), and with dragon allies perhaps the giants will leave and the humans can resume their rightful place as leaders of these lands.

Why do the giants want to stay?
o Most giants believe that the humans, litorians, verrik and faen of the lands of the Diamond Throne are better off with wise, forward-thinking giants to guide them. They do not see this as hubris and bristle at accusations that they want nothing more than power over other sentient races.
o They also want to make sure a catastrophe like the rise of the dramojh never happens again.

What is the campaign’s overplot?
o Draygo the Dragonling, a dracha, is driven by dreams sent by the dragons to find a way to open the gate that will allow the dragons to return to the prime material plane from the plane of dreams. The heroes should be allowed to meet him, speak with him, and decide if they want to help or hinder him. Either way, the dragons will be returning -- but the PCs actions and reactions will help shape under what circumstances this return takes place.
o The key to the dragons’ return is an ancient ruin deep in the heart of the Marshwood. The ruin is somehow out of phase or in a different timestream – it needs to be summoned forth first. Within is an akashic node that holds all sorts of memories and knowledge related to the dragons and their return. In this place, Draygo learns that he can’t bring the dragons back on his own – he needs to make the “ultimate sacrifice” and even moreso needs the participation of a representative swath of sentients from Terrakal in a powerful summoning ritual.
 

My campaigns usualy feature some sort of mete-plot, often one that takes several campaigns to become apparent.

1) the fall of the Church of the Nine and the Schism Wars: the split in the church was first introduced in my first 3.0 campaing, as the players became aware of how many in the church used their power for their own ends. In a later campaign (taking place ~40 years after the first one) the church splits into two rival factions; the Orthodox and the Reformist (leading to the conflict known as the Schism Wars). Under pressure to suppress disent the Orthodox faction turned on the Templar Knights (the largest Paladin order), nearly exterminating it. The players were deeply involved in this, as the cousin of one PC was directing the purges in a provence. I have yet to fully resolve this meta-plot, but if things continue as is the Church of the Nine will lose major ground to a a resurgance monotheistic faith known as the Church of the Star Lord

2) Corruption of Souls: Early in the first campaing a party member was "given" an intellegent sword by a celestial being. Over time my players came to believe that the sword was evil and that it had been given by a daemon. This isnt entierly true, the sword is evil but it was given to the party by a celestial being because he knew that in dooing so the power of the sword would be bound. In a later campaing it came out that the character who carried the sword had an son by an evil cleric, this son was searching for his "legacy"... that is the evil sword. Unfortnuatly that campaing fell apart before I could dig deeper into that plot. I'd like to return to it some day, perhapse telling how the sword was forged and how the celestial aquired it.
 

My favorite metaplot was a campaign I ran back in high school.

Over a series of years (while the PCs were running through several TSR adventure modules), the Forgotten Realms faced a severe drought, which slowly developed into a major disaster as plantlife began to die off and food chains collapsed. Various high level personages began to disappear, Elminster, Alustriel, King Azoun, Blackstaff, Piergeron, etc, etc. The Anauroch desert began to expand, slowly devouring Cormyr and other border regions. Then things got even worse when hordes of Thri-Kreen began sacking various cities, laying waste to the countryside.

What we had going on was the Dark Sun invasion of FR! (ya, leave it to my high school imagination to come up with something wild). A colossal planar archway was constructed in the middle of the Anauroch, and hordes of Thri-Kreen were coming through daily, amassing into massive battle groups then marching onward towards various target regions. The Dragon of Tyr also came through the gate, and was roaming the countryside destroying cities at random. Plus there was also a giant mechanical walker (a locust version of Lolth's colossal spider-vehicle) running amok, full of the Thri-Kreen leaders. And of course most of the TKs were Psion/Wizards, loaded up with Stoneskin spells and other broken benefits.

The PCs and some minor lower level celebrities began organizing "the underground", a clandestine guerilla-style resistance force. Some of their allies were working on unraveling the mysteries of the missing super-celeb NPCs, who turned out to be trapped in stasis spheres (don't ask) deep underground below various dungeons across Faerun, such as a sahuagin crypt below the ocean floor, etc, etc, which the party of course plundered in order recover some of the powerful supercelebs (strategically delaying the rescue of the NPCs they hated, for example the wizard Vangerdahast whom the wizard PC thought of as a rival for power). They tackled destroying the gate, stopping the dragon, destroying the mechanical walker, sweeping up the TK armies, etc. Meanwhile the supercelebrities that they rescued were each working on more complicated and boring projects like suppling magical water everywhere, reversing the drought, tending to homeless refugees, and the reconstruction of destroyed cities.

The fun part I think was the slow progression of events. Back then we had all the time in the world, so I was able to draw things out slowly. Civilizations were destroyed, PCs died, celebs died, the landscape changed, etc. The campaign lasted probably 3 years real time.
 

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