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<blockquote data-quote="Rel" data-source="post: 1209140" data-attributes="member: 99"><p>Hmm, by now I'm seeing that the words "metagame" and "metatext" are more divergent in meaning than I originially thought. Not that there's anything wrong with that.</p><p></p><p>I have run a few games with metatext elements over the years. The one with the most powerful (and heavyhanded) metatext was a Mage game where the campaign started with the characters being kidnapped to a "pocket world" built around the world of The Wizard of Oz. They didn't realize it at first, but as soon as they found Munchkinland, complete with the conniving mercantile members of the Lollipop Guild (subtle, huh?) they were on to it. It didn't take them long to figure out that they had to make their way to the Emerald City to meet the Wiz if they wanted to get back home.</p><p></p><p>Now in that case, one could argue that this was actually character knowlege because their characters were from the modern world and presumably had a chance to see the movie or read the books. Regardless, they had a lot of fun dealing with the various elements of the pocket world from the flying monkeys to the apple-throwing trees to the poppy fields.</p><p></p><p>This sort of metatextual basis for a story or world helps lend it structure and I think it can be an aid to the GM in determining what sorts of challenges the party will encounter over the course of the campaign. But, like any sort of structure, it can also be confining.</p><p></p><p>Sometimes, especially if they haven't yet identified the metatextual basis for your story or world, the players want to take things in directions that will make it difficult to continue the thread of your metatext. This will of course depend heavily on how tightly the story is bound by that metatext and it may not present a problem at all. You can also try to invent alternate paths that they can follow that still maintain the concept of your metatext. For example:</p><p></p><p>Let's say that your metatext is following some myth that calls for the heroes to confront a "powerful dragon". You dangle the following plot threads in front of the party: </p><p></p><p>A powerful dragon is terrorizing the Black Peak mountains and must be stopped.</p><p></p><p>The lord of the Serpent Isles has been building up his navy and appears as though he may be readying for an attack on the western coast of the kingdom. The king has asked that you pay him a diplomatic visit to determine his intentions.</p><p></p><p>The new head of the Thieves Guild, Manny the Viper, is much more violent than his predecessor. Violent crimes, some directed at the City Watch itself, have skyrocketed and this needs to be dealt with. Killing The Viper or simply arranging for his overthrow by a less violent Thief are both options.</p><p></p><p></p><p>Those are pretty blatant, but I haven't finished my morning coffee yet. Anyway, I think the big question you should ask when thinking about adding significant metatextual elements to your game is: Will this enhance the experience for the players (including me) or at least not hurt it. It's ok to do it even if you have players who haven't read the source material and won't pick up on it. But I'd be careful about anything that required specific events to occur in specific order or at a specific time for the campaign to be a success.</p><p></p><p>And, if any of my players are reading this, there is no metatext to the current campaign. I'm just making that crap up.</p><p></p><p>Or maybe I'm lying when I say that (muhahahahah!).</p></blockquote><p></p>
[QUOTE="Rel, post: 1209140, member: 99"] Hmm, by now I'm seeing that the words "metagame" and "metatext" are more divergent in meaning than I originially thought. Not that there's anything wrong with that. I have run a few games with metatext elements over the years. The one with the most powerful (and heavyhanded) metatext was a Mage game where the campaign started with the characters being kidnapped to a "pocket world" built around the world of The Wizard of Oz. They didn't realize it at first, but as soon as they found Munchkinland, complete with the conniving mercantile members of the Lollipop Guild (subtle, huh?) they were on to it. It didn't take them long to figure out that they had to make their way to the Emerald City to meet the Wiz if they wanted to get back home. Now in that case, one could argue that this was actually character knowlege because their characters were from the modern world and presumably had a chance to see the movie or read the books. Regardless, they had a lot of fun dealing with the various elements of the pocket world from the flying monkeys to the apple-throwing trees to the poppy fields. This sort of metatextual basis for a story or world helps lend it structure and I think it can be an aid to the GM in determining what sorts of challenges the party will encounter over the course of the campaign. But, like any sort of structure, it can also be confining. Sometimes, especially if they haven't yet identified the metatextual basis for your story or world, the players want to take things in directions that will make it difficult to continue the thread of your metatext. This will of course depend heavily on how tightly the story is bound by that metatext and it may not present a problem at all. You can also try to invent alternate paths that they can follow that still maintain the concept of your metatext. For example: Let's say that your metatext is following some myth that calls for the heroes to confront a "powerful dragon". You dangle the following plot threads in front of the party: A powerful dragon is terrorizing the Black Peak mountains and must be stopped. The lord of the Serpent Isles has been building up his navy and appears as though he may be readying for an attack on the western coast of the kingdom. The king has asked that you pay him a diplomatic visit to determine his intentions. The new head of the Thieves Guild, Manny the Viper, is much more violent than his predecessor. Violent crimes, some directed at the City Watch itself, have skyrocketed and this needs to be dealt with. Killing The Viper or simply arranging for his overthrow by a less violent Thief are both options. Those are pretty blatant, but I haven't finished my morning coffee yet. Anyway, I think the big question you should ask when thinking about adding significant metatextual elements to your game is: Will this enhance the experience for the players (including me) or at least not hurt it. It's ok to do it even if you have players who haven't read the source material and won't pick up on it. But I'd be careful about anything that required specific events to occur in specific order or at a specific time for the campaign to be a success. And, if any of my players are reading this, there is no metatext to the current campaign. I'm just making that crap up. Or maybe I'm lying when I say that (muhahahahah!). [/QUOTE]
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