Metaplot

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The metaplot (also, metastory [1] ) is the overarching storyline that binds together events in the official continuity of a published role-playing game campaign setting, also defined as an "evolving history of a given fictional universe". Major official story events that change the world, or simply move important non-player characters from one place to another, are part of the metaplot for a game. [2] [3] [4] [5] Metaplot information is usually included within gaming products such as rule books and modules as they are released. Major events in the metaplot are often used to explain changes in the rules in between versions of the games, as was the case with the Time of Judgment in White Wolf's World of Darkness [3] [6] and the Time of Troubles and the Sundering for TSR's/Wizards of the Coast's Forgotten Realms . [6] [7] [2] Because of events like this, many gaming groups choose to ignore the metaplot for a game entirely.[ citation needed ]

Metaplot is often developed not just by the writers, but by teams - multiple writers, editors, publishers, graphic designers and even players. The concept is related to more than just role-playing sourcebooks, as much of the metaplot can come from other media, such as novels (for example, The Legend of Drizzt or the Dragonlance novels, representative of numerous Dungeons & Dragons fiction). [2] [4] [8] For the Forgotten Realms this was the case only after its inception, while it was part of the design from the start for the Dark Sun setting. [8] [9] For campaign settings based on movies, TV shows or other pieces of fiction, the plot of those works usually functions as the metaplot, [10] [ better source needed ] while for historical settings history itself may fill this role. [11]

Metaplot appears in settings of various genres like The Dark Eye , [12] Deadlands , [11] Dragonlance , [4] Fading Suns , [13] Legend of the Five Rings , [9] and Shadowrun . [3] [14]

Reception

The metaplot is meant to "give the players a sense of immersion in a large and complex world as well as an aesthetic appreciation of the story they were witnessing" whenever their characters come into contact with it. The narrative tool of metaplot has been criticised for shifting the focus away from the player characters and making them "marginal rather than central figures". [3]

Role-playing game designer Jasmin Neitzel commented that metaplot could facilitate constructive interaction of players with a game setting within and beyond individual gaming groups, but could be a hindrance in getting beyond harmful stereotypes used in past products. [5]

Olaf Pajączkowski notes that the metaplot constraints reduce the freedom of writers, who have to respect the history and present events in the universe (as many books are set in the present), and they cannot "break the world". Pajączkowski gives an example of Elaine Cunningham's novel Reclamation which was cancelled because the metaplot evolved changing the world (a 100-year jump) making her book 'obsolete', and the publisher decided it's not worth finishing as it was no longer set in the "present" of the evolving Forgotten Realms universe. [2]

Related Research Articles

Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, Greenwood brought the setting to publication for the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, as have various licensed products including novels, role-playing video game adaptations, comic books, and the film Dungeons & Dragons: Honor Among Thieves.

<i>Spelljammer</i> Dungeons & Dragons fictional campaign setting

Spelljammer is a campaign setting originally published for the Advanced Dungeons & Dragons role-playing game, which features a fantastic outer space environment. Subsequent editions have included Spelljammer content; a Dungeons & Dragons 5th edition setting update released on August 16, 2022.

Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the Dungeons & Dragons role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures.

<i>Deadlands</i> Tabletop Western role-playing game

Deadlands is a genre-mixing alternate history role-playing game which combines the Western and horror genres, with some steampunk elements. The original game was written by Shane Lacy Hensley and published by Pinnacle Entertainment Group in 1996.

<span class="mw-page-title-main">Campaign setting</span> Fictional environment setting for a role-playing game

A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game or a specific genre of game. There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings, often referred to as "homebrew" settings or worlds.

Jeff Grubb is an author of novels, short stories, and comics, as well as a computer and role-playing game designer in the fantasy genre. Grubb worked on the Dragonlance campaign setting under Tracy Hickman, and the Forgotten Realms setting with Ed Greenwood. His written works include The Finder's Stone Trilogy, the Spelljammer and Jakandor campaign settings, and contributions to Dragonlance and the computer game Guild Wars Nightfall (2006).

<span class="mw-page-title-main">Gold Box</span> Video game series and game engine

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<i>Forgotten Realms Campaign Setting</i> Dungeons & Dragons sourcebook

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William W. Connors is a game designer who has worked primarily on role-playing games.

<span class="mw-page-title-main">Jamie Chambers</span> American game designer

Jamie Chambers is an American game designer who works primarily on role-playing games, contributing in a variety of genres. He served as Vice President of the non-profit Game Manufacturers Association, a trade association for the hobby games industry, from 2007 until 2016, when he chose not to seek re-election. He succeeded Marcus King for the post. Chambers worked with Margaret Weis at Sovereign Press in 1988, then transitioned with her to Margaret Weis Productions (MWP) where he served as Vice President and Lead Designer. While there, he created the Cortex System, a role-playing game ruleset that has been used by MWP since that time.

<i>Necropolis: Atlanta</i> 1994 tabletop role-playing game supplement

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References

  1. First Person: New Media as Story, Performance, and Game. MIT Press. 2004. p. 143. ISBN   978-0-262-23232-6. a metastory, primarily in the form of a predesigned story world and various plots within it
  2. 1 2 3 4 Pajączkowski, Olaf. "Artyzm czy robota na zlecenie? Wolność twórcza autorów książek osadzonych w światach RPG (na przykładzie powieści z cyklu Dragonlance i Forgotten Realms)" [Art or craft? Creative freedom of RPG writers (based on examples of Dragonlance and Forgotten Realms series of novels)]. In Dudziński, Robert; Wróblewska, Anna (eds.). Gry fabularne. Kultura – praktyki – konteksty (in Polish). Stowarzyszenie Badaczy Popkultury i Edukacji Popkulturowej Trickster. pp. 31–48. ISBN   978-83-64863-07-3.
  3. 1 2 3 4 White, William J.; Arjonata, Jonne; Hitchens, Michael; Peterson, John; Torner, Evan; Walton, Jonathan (2018). "Tabletop role-playing games". In Zagal, José P.; Deterding, Sebastian (eds.). Role-Playing Game Studies: Transmedia Foundations. Routledge. pp. 63–86. ISBN   9781138638907.
  4. 1 2 3 Callaghan, Paul; Manhire, Bill, eds. (2006). Are Angels OK?: The Parallel Universes of New Zealand writers and scientists. Victoria University Press. p. 270. ISBN   978-0-86473-514-0.
  5. 1 2 Unterhuber, Tobias (2022). ""Ein Spiel für alle". Interview mit Jasmin Neitzel" ["A game for everyone". Interview with Jasmin Neitzel]. Zeitschrift für Fantastikforschung (in German). 10 (1). doi: 10.16995/zff.9113 . S2CID   251450885 . Retrieved September 4, 2022.
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  7. Bergman, Gregory; Lambert, Josh (2011). Geektionary. Simon & Schuster. ISBN   978-1-4405-1114-1.
  8. 1 2 Di Filippo, Laurent (2017). "Les mondes d'Advanced Dungeons and Dragons au spectre du transmédia: l'exemple de Dark Sun". In Collard, Anne-Sophie; Collignon, Stéphane (eds.). Le transmédia, ses contours et ses enjeux (in French). Presses universitaires de Namur. pp. 54–55. ISBN   978-2-39029-102-2 . Retrieved August 27, 2022.
  9. 1 2 Snow, Cason (2008). "Dragons in the stacks: an introduction to role‐playing games and their value to libraries". Collection Building. 27 (2): 63–70. doi:10.1108/01604950810870218.
  10. Faricelli, Ryan (2015). On A Roll - Level Up Your RPG. Reel Fun Studios. p. 131. ISBN   978-1-312-90744-7.
  11. 1 2 Ward, Rachel Mizsei (2013). "Genre Mashing in the Role-Playing Game Deadlands: The Weird West, the Horror Steampunk Western". In Miller, Cynthia J.; Van Riper, Bowdoin (eds.). Undead in the West II: They Just Keep Coming. Scarecrow Press. p. 281. ISBN   978-0-8108-9264-4.
  12. Unterhuber, Tobias (2020). ""Donecker, Stefan et al., Hg. Forschungsdrang & Rollenspiel. Motivgeschichtliche Betrachtungen zum Fantasy-Rollenspiel Das Schwarze Auge. Ulisses, 2019."". Review. Zeitschrift für Fantastikforschung (in German). 7 (2). doi: 10.16995/zff.1942 . S2CID   213302959 . Retrieved September 1, 2022.
  13. Schallegger, René (2012). Joyful Games of Meaning-Making: Role-playing Games and Postmodern Notions of Literature (PhD). Alpen-Adria-Universität Klagenfurt. pp. 224–225.
  14. White, William J. (2020). Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012 - Designs and Discussions. Palgrave Macmillan. p. 231. doi:10.1007/978-3-030-52819-5. ISBN   978-3-030-52818-8. S2CID   226616406.