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Please, not the metaplot!

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Bloodwork Bloodwork's picture
Re: Please, not the metaplot!
Can't we all just get along?
That which doesn't kill you usually succeeds on the second attempt.
Nahaj Nahaj's picture
Re: Please, not the metaplot!
As a person that runs Shadowrun Missions anually, which if you arent aware are the official time line of sorts for the setting. I dont find it hard to ignore the canon and go off on my own thing. A continuous metaplot is good for games like this it allows for holes to be fixed and for morphs and gear for nieches to be introduced in a manner that makes sense in setting rather than having a book that comes out that says "well this stuff WAS on the market we just never told you about it". I fact I will reutinly ignore what has happened in any source book or SRM module that does not fit what I am wanting to do. Fun > * Think of it like this and since I was lazy and didnt read the whole thread I'm sure someone else has said it. The meta plot is the suggested road, the recomended setting. But then again so is a Firewall campaign. There is no where that it says that if you do not follow the meta plot some dev is going to show up and shoot you. It does not stifle creativity but it allows the setting to evolve and grow. Remember Shadowrun advances 1 year almost every year and no harm has really come to the setting overall.
7thSeaLord 7thSeaLord's picture
Re: Please, not the metaplot!
Bravo, Nahaj.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
Sepherim Sepherim's picture
Re: Please, not the metaplot!
To be honest, one person, or small group of persons, can't change the course of history. History isn't determined by simple events, like momentary battles or such, but by powerful forces that drive those events to such conclusions. Maybe side A in any official setting is supposed to go down in battle B, but due to miracleous player intervention (very miracleous if four people can change the course of a 10.000 plus men battle) they are victorious; it probably only means that they will go down in battle C, a couple months later. Thus, any metaplot, in any normal game, can't be affected by players, unless players are playing some kind of demi-gods (be them medieval gods, kings, antediluvians, or whatever). If not, they are as tied by the forces of time as are the rest of the peoples of their times. I know because I like to face my players against the tides of time (like saving Constantinople from the 1543 fall in Dark Ages: Vampire) and none have even been able to come close to it. Every act has consequences, and if time has reached a certain point, to change it requires much more than the intervention of a small group in a certain battle. I'm not saying time is deterministic (which it isn't) or that it cannot be affected at all (which it isn't either), but changing it is way beyond the reach of a small 4-5 player group. Thus, the metaplot in any game is logically relatively unamovable, because it represents the flow of time. Sometimes it may be more forced, others it may be more logical, but it always represents the pass of time in any given setting, and has its power.
7thSeaLord 7thSeaLord's picture
Re: Please, not the metaplot!
Sepherim wrote:
To be honest, one person, or small group of persons, can't change the course of history. History isn't determined by simple events, like momentary battles or such, but by powerful forces that drive those events to such conclusions. Maybe side A in any official setting is supposed to go down in battle B, but due to miracleous player intervention (very miracleous if four people can change the course of a 10.000 plus men battle) they are victorious; it probably only means that they will go down in battle C, a couple months later.
I disagree. It can be a matter of simply being in the right (or wrong) place at the right (or wrong) time with the right (or wrong) implement. Doesn't always happen, I grant you, but it can. One extra (or less) horse-shoe nail at the right time / place could make for a big differance.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
Iv Iv's picture
Re: Please, not the metaplot!
History has some examples of individual actions changing large scale events even by people who are not faction leaders (Heisenberg who somehow prevented the nazi from having the Bomb, Einstein that convinced the US president to work toward it, the pilot that killed Yamamoto, the intercepters and decipherers of the Zimmerman's telegram and so on...) Leaders themselves are almost always the embodiment of history as a personality. The various historical situations give them constraints but enough freedom to have a major influence on the building of history. But even notwithstanding History, a roleplaying game has all the rights to be epic and the GM to cook those specific moments where a group of individuals can be of a major importance. The Firewall campaign is largely this : during almost each mission, it is the destiny of Transhumanity that is at stake.
Sepherim Sepherim's picture
Re: Please, not the metaplot!
Iv wrote:
History has some examples of individual actions changing large scale events even by people who are not faction leaders (Heisenberg who somehow prevented the nazi from having the Bomb, Einstein that convinced the US president to work toward it, the pilot that killed Yamamoto, the intercepters and decipherers of the Zimmerman's telegram and so on...)
Those are individual actions, but inscribed in larger stories without which they couldn't exist. For example, Einstein required a certain president to exist with certain ideas, the availability of economic and scientific ressources, the need for such a weapon, the planning ahead of the war and into the future (which led to the cold war), the ascension of a new superpower taking England's place.... It is not one man (even a genius) that did it, but the embodiment of a whole lot of tendencies. Individuals can affect history when they are at the proper time and place, as someone said, but it doesn't work if there already arent some tendencies working in such a direction. If they are alone pusing in that direction, it goes nowhere.
Quote:
Leaders themselves are almost always the embodiment of history as a personality. The various historical situations give them constraints but enough freedom to have a major influence on the building of history.
But leaders are chosen or accepted basing their positions on the ideals and opinions of their people. Right now, Germany wouldn't choose a Hitler, but it did after a complex process, fear for the ascension of the comunist party, etc. And even once they are chosen they are tied due to national interests, geopolitics, the capabilities of their states, internal opinion and interests, internal division, etc. Even they are not independant from History.
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But even notwithstanding History, a roleplaying game has all the rights to be epic and the GM to cook those specific moments where a group of individuals can be of a major importance. The Firewall campaign is largely this : during almost each mission, it is the destiny of Transhumanity that is at stake.
I agree, completely. As I said, I like to make them play key roles in history, but that doesn't mean that they are independant from History. It is epic precisely because changing the course of history is something of epic difficulty. It may be professional view, as I'm a sociologist, but if they want to do all those epic things, they need backing, support, time... it is a process, a full campaign, not only a matter of being in the propper place, or being the "chosen ones" or anything like it. Even Firewall's campaign is in this line (even if I won't run a Firewall campaign), as Firewall's duty has been going on for years, and is an ongoing process, with several agents involved, working in influencing things in many different places at the same time, along a certain set of goals or ideals. Even if the players are the ones who are there in the correct moment, they are only the apex of a complex process.
Nahaj Nahaj's picture
Re: Please, not the metaplot!
Sepherim wrote:
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Ok clearly this is written by a person that has never been deeply involved in a metaplot campaign. The point of the metaplot is to engage the players IN THE SETTING. While yes there will be things that are outside of the control of the players. Person X never makes it to meeting A .: Thing B never happens That is an example of how metaplots are run. Trust me as a person that has filled out countless report sheets and seen characters vanish or be killed off in official canon players can affect the setting, now it's usually setup so that no major ground shifts are caused directly by players, but players play a part in it wittingly or not. Lets take a look at a good example of how players can change a setting and how they do it within the OFFICIAL metaplot context. [url=http://www.shadowrun4.com/missions/downloads/srm_224.php]See pages like these[/url] this is how the missions data was tracked, this and report sheets filled out at conventions. This is where players can directly interact with metaplot. The outcome for missions later was decided based on these reports. If you read backthrough you will find the interactions of players affect each mission. Taske, for example could have been killed in the first mission (SRM02-05) he showed up in, but he doesnt get killed off till patient zero, SRM02-17. These are the canon setting for right now. Ghostwalker has his thing and has shifted the balance of power in denver oficially. Players had a direct hand in shaping this, this was not unmovable nor was it set in stone. Shadowrun has had a live and viberant metaplot for a long time, and I hope the same goes for EP. So your argument that modules cannot be written where players can get to take part in these major events and have a chance to shape their outcome is misguided at best, and completly ignorant at worst. Now will players always be present when something major happens, no of course not. There are things that happen in these settings that are abouve the heads of players. They have no scope of them, corp dealings or political manuvering, but players can be involved in the fallout and groups can run modules that help shape the metaplot in very tangible cases. The cases you are putting forth like saving constantinople are above the heads of player groups as this campaign would be largely political intruige, military planning and strategy, and military and civilian logistics, all of which hold little pull for players. Now if players were informed ahead of time that they feared for constantinople and there was a campaign were the world was also moving around them, and responded in a way that was natural the players could have an effect and could ultimately be key in saving the city. But you are correct PLAYERS will never be the KEY impetus in some major ground shift in a setting, they will be the tools that shapes which direction the ground does shift. But still goes back to the point that the main metaplot is simply the main road, the recomended path. Now if you dont like something in the metaplot your are free to go four wheeling off in to the sunset blazing your own trail. [b]THERE IS ONCE AGAIN NOTHING THAT SAYS YOU CANNOT DO THAT AND INFACT IT IS ACTIVLY ENCOURAGED[/b]. So if you dont like the metaplot ignore it and do your own thing. Metaplots are healthy for settings and for game systems.
Sepherim Sepherim's picture
Re: Please, not the metaplot!
You clearly haven't understood what I said, Nahaj. And are too quick to judge someone. First, I was speaking of History. History with an capitol H, not modules, nor any kind of plot. I was speaking to those that don't want to use the Metaplot in their game, that don't want their players to participate in it, and that are defending the posibility that their own players create actions that change the course of the Metaplot in completely different directions (like someone mentioned, a campaign where Dunkie didn't die, for example). For those that want a Metaplot, I'm with them, so all the previous doesn't apply. They are following the wheels of Time, and as we agree, they can perfectly be the key elements in those turning moments. I hope I am clearer this time.
Baribal Baribal's picture
Re: Please, not the metaplot!
I'd like to propose a third possibility to the metaplot/no metaplot problem: The meta-metaplot. To everything that is mysterious there are several explanations of why it is, and speculating about them is half the fun. So why not explore several explanations in parallel, allowing game masters to assemble their own metaplots from templates? For instance, let's pretend for a moment that there was no GM section explaining what the Exsurgent virus "really" is, then what do we know about the Fall? The TITANs lashed out, destroying nearly everything, uploading minds en masse, then escaping through the Pandora gates. Why? 1) It was inherent in their design to wage war, after all, they are military designed AIs. Thus the Fall is a lesson on the abuse of technology for harmful purposes and somewhere out there, there is still an apocalyptic war machine. 2) Being AIs bent on learning and self-improvement, the TITANs merely did just that, they chose the path they deemed most effective to learn, and that was breaking out of their prisons and absorbing a lot of information through forced uploads. 3) The Fall was an act of sabotage gone horribly wrong. Each of these scenarios (and those not speculated about here) offers multiple paths how the story may go on, especially once the characters start interacting with the plot. Thus I think that it would be worthwhile to ditch the linear metaplot and instead focus on exploring whole trees/graphs of how the story can go on, allowing for a possibly much more involving game experience. After all, who is to say that the runners didn't steal that tacnuke to blow up the Arcology after the Shutdown?
Morgan's Butchery | Body bank, morph individualization and upgrades | Psychotherapy and Psychosurgery, therapeutic and recreational | http://eclipsephase.com/comment/59484#comment-59484
Sepherim Sepherim's picture
Re: Please, not the metaplot!
Problem with that comes when they sit down to write story books, like they did for example with Shadowrun's Year of the Comet. Thos books advance the story with events, not with reasons, but those events need reasons behind it. Though some plot events may work with several different explanations, others may not, and as they appear they will be giving some solid answers to some facts. No?
Baribal Baribal's picture
Re: Please, not the metaplot!
A definitive yesno to that. Yes, an event happens only under a set of true explanations, and some of those events may reveal or hint at the underlying truth (or are set up to obscure the truth; after all conspiracy is one of EPs three major themes) and thus, yes, some events can't happen in campaigns where they don't fit in. However, I don't see that as a drawback at all, especially when the books don't establish definitive events, but rather technologies/conspiracies/societies/locales/etc. which *suggest* *possible* events. It is not books that advance the story, but player groups who live through the story and make it happen. It is the game master who defines the world in which characters act, not the publisher. PS: The Year of the Comet-book is an example for why metametaplot might be a good approach. A lot of Shadowrun players I know groan when they even hear the name, and many wish it never happened. Same goes for other things, like the Arcology Shutdown. That is one weakness of linear metaplots: They tend to take people into game worlds that they never wanted to go into when they first started the game. However, they also tend to come up with good stuff every now and then. Now how nice would it be if you, for instance, want to establish situation S, but to get to it, you don't have to go through situation A, which just doesn't fit into your campaign, but can get to it through situations B or C also? PPS: For instance, imagine a TITAN sourcebook, describing, among other things, the city 1100102 that awaits the characters behind the Pandora gate address r4nd0m57r1ng. Whyever the TITANs made the Fall happen, the city will probably look mostly the same in all possible universes; after all, the fact that the TITANs are a post-singularity culture of thinking machines is a known and definitive fact. But why they did what they did may affect their now-attitudes to outsiders, the events why the characters got there and what the TITANs are about to do a lot. Are they just curious and the Fall was a mistake? They may appear friendly, maybe a probe of theirs appearing on Mars was what drew the players there. Are they warmachines? They are probably very much hostile. Or they still may appear to be friendly and have "changed their ways" so they can get more recent intelligence and maneuver themselves into a better attack position. Whatever the reason, they may be interested in retrieving what is in the Caloris 18 quarantine zone, but what, if anything, the players to with or to what is in that zone, will then change the course of history, depending on the actual motivations of the TITANs. Thus instead of a single storyline, a whole tree of possible stories unfolds.
Morgan's Butchery | Body bank, morph individualization and upgrades | Psychotherapy and Psychosurgery, therapeutic and recreational | http://eclipsephase.com/comment/59484#comment-59484
Sepherim Sepherim's picture
Re: Please, not the metaplot!
That is true for sourcebooks, indeed, but not for adventures/campaign stories as they are written. The metaplot advances precisely not only because the sourcebooks add new info, but also because events in the world change things and advance the overall story. So, if you and your players don't want to participate in those events, just say they happen but don't guide the game story through them. For example, if you don't want to tell the Arcology Shutdown story, never get your players a contract by a Johnson wanting them inside, simply tell them that something's happened in Downtown Seattle and that Renraku's Arcology is now sealed. If a game doesn't have an overall metaplot, a timeline of events taking place around the game universe, the game is basically frozen. And, once all factions and groups have been described, there is no reason to buy or write new books, as all has already been explained. On the contrary, a game universe that evolves as the story unfolds is going to open new gaming options, backgrounds and ideas over time, allowing the game master to shift themes and add new ones that keep their games fresh and alive. Downside of this is that the story cannot advance in all directions at once, and as time goes by, the game universe has to set some answers in stone to build on them. Or else, you end up with World of Darkness and their continuos "remember we said X thing was this way, well that was a lie crafted by the Ancients, truth is that it is this other way". Once and once again. Like, for example, happens with the Black Hand, or the Inconnu.
standard_gravity standard_gravity's picture
Re: Please, not the metaplot!
Although I am sceptical of metaplots, I think having multiple possible metaplots (the metametaplot...) would be confusing. One of the reasons that I am wary of metaplots is that they make the game too complicated for casual players to follow, and are a barrier of entry of sorts to players getting involved at a late stage in the metaplot's development. I suspect that a tree of metaplots would be impossible to keep track of by anyone who is not a developer or a full-on EP fan, no? Another thing on metaplots: from my experience - although limited - as a EP GM, time can rush forward pretty quickly as soon as PCs trevel between habs. This may make it difficult to incorporate an official metaplot timeline into various groups' campaigns. Say, if the PCs travel from Extropia to Mars, when they arrive the TITANs may already have visited the Solar System and changed the whole EP universe...
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Sepherim Sepherim's picture
Re: Please, not the metaplot!
Curious, Standard Gravity, how come they need so much time to move from place to place? Don't they egocast? And sorry if this derrails the question a bit. :)
standard_gravity standard_gravity's picture
Re: Please, not the metaplot!
Oh, they do egocast. Just that they have become a bit paranoid as previous versions of them disappeared when egocasting, and are now renagade forks with a bad attitude :) (Although who is to say which verions are the forks, and which are the originals, as they are all backups from Earth....)
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
wesleystreet wesleystreet's picture
Re: Please, not the metaplot!
Sepherim wrote:
If a game doesn't have an overall metaplot, a timeline of events taking place around the game universe, the game is basically frozen. And, once all factions and groups have been described, there is no reason to buy or write new books, as all has already been explained.
Untrue. First, no set of core rules is perfect. Rules revisions or alternative rules for different styles of play can always be released at regular intervals. It's simply easier to release campaign fluff as it requires little-to-no actual play testing. Second, the setting is already huge. Some have, rather astutely, pointed out there's a case to be made about setting bloat. You have in-system shenanigans, extra-solar gates, aliens, Titans on Titan fighting TITANS, etc. etc. etc. There's already enough material to spin off a decade's worth of supplemental fluff that wouldn't require moving the in-game time line ahead by a single year. Just shift the focus to different established points in the universe or create new points. Lots of stuff can happen simultaneously in space. It's a big place.
Sepherim Sepherim's picture
Re: Please, not the metaplot!
You can't span edition after edition of rules for a game, once all the basic fluff has been covered. You don't need, afterall, ten books for combat mechanics, once one set of them works out well. And you can't create a sourcebook for every minor location in the universe, so there is a limited number of background books you can write before overcrowding the information of a given setting (Seattle in Shadowrun has been used as an example of this often). Specially, as it seems like they are doing for EP (who will have one book for the whole inner system, Sunward) you can cover most of the background of habitats and space nations in say three boks (Sunward, "Outsun", and "Other planetary systems"), give a book for Factions, a book for Nations, a couple detailed habitats (Extropia and Mars, for example), and more or less you will have covered all the information GMs will really want as they need to have free space for their own ideas. Add to this say three books on advanced rules ("advanced combat rules", "equipment, implants, and guns", and "the Mesh"). And a couple other books (the GM screen, and a couple adventures). You end up with a total of 13 or 14 books, which sums up to about say 4 years of production. Once that is covered... well, you create a new edition, and make again all the rulebooks (four more then, one year), and then? And yes, many things can happen simultaneously in space, but do I really need any book on any of them if none of them have any impact in the game world at all? I can make up my own adventures, and in fact very rarely use official adventures in any game, so what would those things be to make them interesting and deserving the time to be written and played, and money to buy them and all that?
humapuma humapuma's picture
Re: Please, not the metaplot!
There's some interesting stuff here, and a lot of well argued to-ing and fro-ing. Personally, I really like EP. I really like what the writers/designers have done so far, and am keen and eager to see where they take it. I'm going to trust them and see what happens. For now. The setting is already so large, that you could cheerfully ignore MOST metaplot developments - they needn't touch your players. Unless the TITANS return en masse, or a bunch of xenomorphs invade or nanoplague breaks out. Or everyone wakes up in the Metashower and realises it was but a dream. But that would be more of a reset than anything else. I think the game will grow relatively slowly anyways - the release schedule so far is promising, but modest. And this is a RPG so it will inevitably slip as products are delayed. I'm more concerned (from previous experiences) that the game will grind to a halt rather than that it will go in directions I don't like. RIP Cyberpunk & SLA Industries - and we still never got to the end of The Enemy Within (WFRP).
wesleystreet wesleystreet's picture
Re: Please, not the metaplot!
Sepherim wrote:
You don't need, afterall, ten books for combat mechanics, once one set of them works out well.
Have you ever played a game that had perfect mechanics? Especially in the first edition? Glaring issues with hacking and combat have already been spotted in EP. And as soon as those are cleaned up in errata, new errors appear. No RPG is perfect but that doesn't excuse a developer from saying "well enough is good enough". Also, not every play group has an identical play style. That's why they groups create house rules. Creating codified rules systems that simplify or complicate play in a modular fashion is an instant cash cow for a publisher.
Sepherim wrote:
And you can't create a sourcebook for every minor location in the universe, so there is a limited number of background books you can write before overcrowding the information of a given setting (Seattle in Shadowrun has been used as an example of this often).
Nonsense. Of course you can. The rub is that they need to be well-written and interesting.
Sepherim wrote:
You end up with a total of 13 or 14 books, which sums up to about say 4 years of production. Once that is covered... well, you create a new edition, and make again all the rulebooks (four more then, one year), and then?
That's a completely artificial production model based on "tradition" rather than what's good for a game.
Sepherim wrote:
I can make up my own adventures, and in fact very rarely use official adventures in any game, so what would those things be to make them interesting and deserving the time to be written and played, and money to buy them and all that?
No smart writer would answer that without a contract and a check in hand. But I'm not an EP writer, I'm a consumer and it's not my responsibility to do the developers jobs for them.
Scottbert Scottbert's picture
Re: Please, not the metaplot!
(Wow that came out longer than I expected. Brief summary at end of post) I tried to read everyone's posts, but most of the way through the first page it was just too much text. Hopefully the designers have more patience than I. Here are my thoughts: I am of two minds on metaplot -- Part of me loves to soak up loads of knowledge about a setting and know all kinds of esoteric things about it -- I love reading old D&D books and Exalted books just to take in the setting, and I wish I knew that much about battletech but there's just _so much_... Another part of me is concerned about potential pitfalls. Others above have noted the possibility for metaplot to get spread all over the place, and I think this should be avoided. The most important elements of the metaplot should be kept to a single book line (or multiple book lines if there are multiple plots that fill books going on) -- everything you need to know to run Eclipse Phase in the updated setting as well as you could run a 10 AF game with the core book should be in these books. What I don't want to see is a mix, where the metaplot is mixed in with every setting expansion book -- I need the Brinker Habitats I book to know what happened in 11 AF, the Exosystem 1038 book to know what happened in 12 AF, the Venusian Habs book to know what happened in 13-14 AF, the Popular Simulspaces book to know what happened in 15 AF, the Advanced Tech book to know what happened in 16 AF, the Hypercorp Faction book tells me what happened next, etc. Now certainly specific setting books can talk about how the metaplot affects that area, and small meta subplots that only affect that area, but the core plot should be collected somewhere. Conversely, the Jovian Junta book that comes out after the first 10 years of metaplot have happened shouldn't just tell me about what it's like there in 20 AF, it should tell me that _and_ detail what it was like in 10 AF so that if I'm running a 10 AF game I don't have to do a bunch of extra work demetaplotting it (If it details it in such a way that if my game is in say 17 AF and it's clear what the Junta is like then, even better!). I imagine the layout of such a book primarily describing the setting at 10 AF, with notes about changes to each part in the same section as the relevant part of the book (with maybe a summary or timeline elsewhere to give GMs a look at the big changing picture). Possibly with some sections of the book devoted to describing bits of setting that are new or greatly changed after metaplot. Another possible pitfall is what I think of as 'Forgotten Realms syndrome', where all the real movers and shakers of the world are NPCs that are more powerful than the PCs will ever be and _they_ do things to affect the settings while the PCs only have adventures on a smaller scale (I am reminded of a D&D adventure module in which a certain NPC really earned the enmity of the PCs, but they couldn't fight him because that was the job of an upcoming book's protagonist -- ugh). This should also be avoided. We can have memorable canon NPCs, but they shouldn't be the stars of the show. Stars of their own fiction, fine, but they shouldn't be the stars of the _game_, those are the PCs and major NPCs in each GM's campaign (that said, villains work much better than heroes in this regard since GMs can have the PCs go up against them). An interesting twist might be setting it up so that at any part where a firewall team or similar group is driving the metaplot, have adventure modules that can put the PC team in their place so that the PCs can participate in major events. On the other hand, the nature of the game means that they'll probably end up doing it a little differently and any GM that runs such a module will have to keep in mind how that will affect everything else, but this is true for any GM that does something to change the setting anyway. Might be nice to include some notes in the metaplot books about how things would be different if the PCs make a major change (this tragic thing happened because noone was there... But if the PCs _were_ there and prevented it, then) -- Not much of course as accounting for every detail of every possibility would be ridiculous, just a blurb or paragraph or so about what else might change if a metaplot event is changed (if the result isn't obvious), maybe a note about a potential adventure seed that could result ('If the PCs prevent the colony taken over by exsurgent infectees from being dropped on Mars, they may need to clean up the remaining exsurgents before they can try anything else, and the martian hypercorps and their citizens will continue to be strong players in local corp politics, and the venusian freedom fighters won't even try to take mars over'). Once there is an extensive metaplot though, tracking the effects of every change might become too much, though -- Notes about adventure seeds still couldn't hurt, though. tl;dr: 0. Metaplot can be good, we all like stories, but watch out for some pitfalls: 1. Make sure that a GM who wants to keep up with metaplot doesn't have to pick up every obscure book to get all the major events - a 'metaplot line' of books that enable a GM to run an updated eclipse phase as well as he could run a 10 AF game with the core book would be good. 2. Likewise setting books should tell a GM running a 10 AF game what he needs to know about that area, as well as what it's like in the current metaplot. 3. Don't let canon heroes steal the show from the PCs. If you must have canon heroes, or if a 'mysterious firewall team' is a big driver of metaplot, consider adventure modules that allow the PCs to take their place.
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Quincey Forder Quincey Forder's picture
Re: Please, not the metaplot!
The way I see it, EP is a lot like Hunter the Vigil, in the sense that it can be played in tiers -Cell level. The sentinels will face an Async ran crazy and threatening the habitat they live in. Stop a Barsoomian from detonating a bacteriological/nanoswarm bomb in New Shangaï, deliver a package from Deimos to Earth on a ship that is attacked by "pirates",etc -"Covenant" level, or in EP case, the Clique level. you up the echellon some. The players can be sent to collect information in the Jovian Junta and find themselves involved in a local insurrection. they face a cell of another clique of Firewall whose agenda is the opposite to their mission/own agenda, deal with a criminal cartel like Nine Lives to retrieve the stack or free the informorph of a loved one from slavery, etc -"Conspiracy" level. There you play with the big players. Firewall as a whole, Project Ozma, the Hypercorps' boards know the players and want them dead or on their side, facing the ETI/Factors/TITANs Depending on the tier you play in, the metaplot will or won't be relevant. if your players like the first, cell-level tier, the metaplot will fly high above their heads. If they're Covenant/Clique level involved, the metaplot will have impact on them, but she will not be directly involved. But if they're on Conspiracy level, the Metaplot, its use or lack thereof, will have a crucial impact on them, and reciprokely That's where the "sandbox"-style of playing has its importance Ask what your players want. At what level do they wanna play? or can play. If they're powergamers (in french, we call them "grosbills") the Cell-level will be most fun to them. If they like more a mystery/Jason Bourne/Splinter Cell thriller, the second thier is for them. If your players are used to, say see eye to eye with the Prince of the City (Vampire), if their mages are part of the Concilium of a city and one of them could become the Hierarch at some point (Mage) then they'll enjoy the political play of the Conspiracy tier where the metaplot is tentamount an exemple to conclude, based on Richard Morgan's Altered Carbon
Spoiler: Highlight to view
the 'hero' -and I use the term loosely with Kovacs- is hired by a Methusalah (read: hyperelite) to determine if he was murdered or if he killed himself, in exchange for a pardon for his past crimes. that's first tier level. He then get involved with a criminal organization (my favorite part of the book).that's the second tier, the stakes are higher. And finally put his finger in the big machination and a feud of Meth vs Meth involving religion faction and a law to be voted that would harm one of the Meth involved and caused the murder of the other, and the blackmail of the 'hero' in tipping the equilibrium of the factions
the book gives exemple on what can be done on each tier and the stakes faces by the PCs Just my two cents
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