@Tez said in Metaplot: What and How:
@L-B-Heuschkel That’s a great set up for that kind of play. I’ve mentally filed that kind of thing under ‘Stargate games’, and I think it can work VERY well for games set up for it.
I’ve tried similar things on games I’ve run, although less as a literal portal to other universes structure and more as in there is a homebase and people can go out and run missions on other planets. (Because my bias was scifi rather than fantasy. You could call them portal games too!) The idea being that the distance should empower people to freely do what they like. I think Spirit Lake played with the portal thing too.
The problem I’ve run into is that players don’t necessarily feel that it connects back to the metaplot if there aren’t changes to the homebase region or overall story. Is that just out of the scope for your game?
Respectfully, IMHO, that’s because that example doesn’t really sound like a metaplot. That just sounds like a setting. Stargate’s setting was that there were portals to other universes and the team could go through them and do stuff. You can run a bunch of scenes off of that setting and have a bunch of fun with it, but that’s not a metaplot. Plots in general usually have a conflict (a problem that drives the story forward) and causality (where one thing affects another). Stargate’s metaplot was some action being done by individuals (or forces) over a larger span of time (usually over a season, or multiple seasons which makes it “meta”) that affected things in the universe (causality): like a rebellion forming across multiple worlds to take down Apophis and be free (I’m actually not a Stargate fan, so don’t quote me on accuracy here). The main characters would sometimes be involved with that or sometimes not, same as on a game, sometimes players can have stories involved in the metaplot, sometimes not.
If the metaplot can’t be affected by the players in any meaningful way (or at least work towards being able to affect it), that’s not a metaplot (usually). Its just a setting.
@Roadspike has a great example with The Fifth World. That’s a metaplot. A thing is happening in the game over a long(er) period of time. Characters can be involved in it or do things not involved with it directly. But the thing is happening and the characters can touch that story, but not enough to shut it down right away or overtake it until they’ve built up a good amount of momentum. Some players want to be involved, others not. But a metaplot tells a larger story that’s happening besides the day to day.
A metaplot can sometimes change the setting. I personally think a good metaplot WILL change the setting, even if it is in minor ways.
Players can ignore the metaplot, but not the setting. If the setting changes because of the metaplot, that’s just the game.
Aside from that, players grumbling about the metaplot and setting and changes are a different beast, though. People are unhappy for a variety of reasons on staff and player side that just have to do with people being people and the limitations of MU*s.