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August 03, 2003

WISH 58 - MetaMess

What do you think of metaplots (plots developed in the rules and supplements published by the game company)? Are they good, bad, or indifferent? Have you played in a game with a metaplot? What was your experience?

I'm not a fan of Metaplot, to put it mildly.

Publishers do not know how my game's dynamics work. They don't know which NPCs touch our PC's hooks. They have no idea what plot twists will be surprises to us nor which ones will be dull and predictable. They don't know what changes we've already made that will contradict what they will do later. They simply can't know that (even if they do something like TORG's odd player-voted metaplot progressions).

And, worst of all, since they don't know these things, they are left to write their own plot, one driven by the NPCs they picked and moving in the directions they prefer. But a game isn't about the NPCs, it's about the PCs. Which means that metaplot is always wrong because it always takes the focus away from the PCs.

And, to make things even worse, they cripple the GM. If I'm stuck in a game with metaplot, anything I try to do with the NPCs will potentially contradict things the publisher has planned to do, or will do between when I start my game and when I'm done. And so I have to either not use their world to avoid contradicting them or I have to ignore what they do in metaplot once I start... which means, either way, it's not helping me any more.

And why should I want something that hurts the PCs (by taking the focus off them) and hurts the GM (by limiting their options and creativity)?

Posted by ghoul at August 3, 2003 08:03 PM

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Comments

The only game this ever worked in was TORG, as far as I'm concerned. With the Infiniverse updates, you could actually influence the metaplot.

Posted by: Scott at August 3, 2003 10:15 PM

TORG made an effort... I personally don't think it was quite sufficient (for example, what happened when your group was in the minority when results were tallied?), but they did at least try. And they designed the game world so odd shifts were the norm, where one could explain historical facts that didn't always match what the PCs actually saw happen. (Feng Shui has a similar concept built in, but since it has been divorced from the progressing storyline of the Shadowfist card game by them splitting to different publishers, we don't actually see it in practice.)

That helped the GM some, but it still had the potential to leave the PCs feeling influenceless.

Still, I'd much rather have a canon that sets up the starting point, then freedom to move forward. Progressing canon just doesn't do anything for me.

Posted by: Ghoul at August 4, 2003 07:34 AM

Good point.

I was tied a little more to the TORG storyline by dint of being friends with one of the key writers, John Terra (he wrote War's End, among other items). Fun stuff.

We still play TORG, though... nothing beats it, in my opinion, warts and all.

Posted by: Scott at August 4, 2003 07:53 AM

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