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Metaplot 2.0 (Part Two)

Over in my last post on metaplot I talked about the good and bad in metaplots, how they compare to other game/IP development methods and proposed some ways they could be improved. This time around I want to develop a model for how to build a metaplot so that it supports a loyal community, a sense of history and cool stories from end gamers, writers and developers alike.

Example: Fall of the Hegemonic Ministry

In Mage: The Awakening’s Seers of the Throne sourcebook I foreshadowed the fall of the Hegemonic Ministry, one of the big Seer factions. It’s rotting from the inside, relies too heavily on state control of the economy and is ripe for replacement. If Mage had a metaplot you might actually get to see the Hegemonic collapse in a source book. How should we do it while sticking to the principles in my last article? I’ll to try to stick to as few steps as possible but don’t look at this as some strict methodical road map.

(Don’t look at this as an actual development document, either. In the real thing, I’d be more specific about content and wouldn’t have to describe a lot of the process, and I’d divide content by chapter and section, not steps in a creative process.)

1) Come up with a cool name.

Really! This lets us do more right-brain work on the topic by exploring it through lose tricks and wordplay — and it helps with marketing, too. How about Shattercrown?

2) Brainstorm the plot.

All I know right now is that I’m kicking the Hegemonics to the curb in a story called Shattercrown. The name makes me think of aristocrats. Seers of the Throne tells me that the money-focused Ministry of Mammon is the Hegemonic’s heir apparent. Aristocrats and money make me think of Monaco. James Bond. Movie Stars. High Fashion. Yeah, this is going to be about occult shenanigans, spy-fi and Terrible Old Men with Money.

I think the Hegemonics are running out of money and Mammon is to blame. Seers get off on wealth, so losing it is a terrible blow. The Unity’s servants look shabby compared to their rivals now. Seers are ambitious bastards — Hegemonics must be running to better paying factions. The top levels start to get desperate and sloppy. There’s a Master with a gambling problem. When he loses big thanks to some surreptitious Mammon countermagic it sets off a flashpoint. Spells fly, mages die and the rogue Master escapes. Oh, it’s on. Each side gets ready to duke it out.

Pentacle communities notice the Seer civil war. It’s their big chance to hit the Throne hard. The Silver Ladder will call an emergency Convocation, perhaps the first Grand Convocation in over a hundred years. The other orders modify any plan to suit their own agendas. That renegade Seer Master is wiling to help them and has sent underlings to let Pentacle representatives know, but it’s hard to track him down. Both sides in the civil war want a word, you see.

Okay, cool.

3) Provide procedural advice to get players into the story.

A metaplot isn’t useful unless we can get play groups involved. A typical White Wolf book would do this implicitly (“Faction X buys more pancakes!”) and we’ll still use that method, but it’s time to give the Storyteller (GM, whatever) direct advice on how to add this to a running chronicle/campaign. Back in the last book for Mage: The Ascension (called, er, Ascension) I wrote a sidebar about setting up trigger events in your game to start a metaplot’s engine. I want to do that here, too. I’ll  suggest several ways character actions can set up a chain of events that lead directly to the event in Monaco. I’ll also address Reign of the Exarchs, since with the right framing it can act as a prequel to the Shattercrown event.

4) Design global events.

So, stuff happens that moves the story forward. It’s time to set it down (along with the question of who buys pancakes or in this case, sides with or against the Hegemonic Ministry). I see this creating a fluid time in Awakened politics, where Seers try to entice Pentacle mages into temporary alliances, promising special consideration if their side wins. It’s a time for traitors and double agents. The Silver Ladder and Free Council won’t stand for this sort of thing, of course — they won’t compromising with the Throne for favours. The Mysterium would sure like to get its hands on the Seers’ stuff, however. This is half of the event book style stuff (like Requiem for a God).

When it comes to whys and hows, we’re going to follow the Mekton Empire model for some items. I’ll provide complete information for the main thread of the story, but I’ll also ask a bunch of questions about hidden facts and motives without answering them — but I won’t leave lame adventure hooks as a consolation prize. I’ll set down a list of 3 to 5 possible options so that harried Storytellers can make simple multiple choice selections, along with a reminder that pure DIY is encouraged.

Incidentally, part of making a metaplot work involves reaching back as well as moving forward. I’ll invent new bits of history here and in the adventure.

5) Make cool toys.

It’s not a metaplot unless there are some neat systems and more entrenched setting elements to support the main set of stories that might take place. I’ll design a system for espionage, trust and faction loyalty and a bunch of new spells mages might use whipping down the Autobahn after rogue aristocrat sorcerers. Setting-wise, I’ll design a few new factions to support the most obvious player and antagonist stances, along with one or two that don’t fit in one box or the other so easily. This is the other spot where event book techniques work well.

(Keep in mind that in a full treatment I’d probably have  more metaphysical, secretive story happening in tandem with obvious stuff. It might all be fallout from an Imperial spell, for example. Odder factions and systems can easily take root here. I’ not going to go into detail because that’d be too much work for a blog piece.)

6) Create lots of characters to fill PC and NPC roles

I’m taking some influence from Scion here, as it gives you ready to play characters at each tier of power. These guys are really handy because even if you don’t play the Son of Thor you can always bring him in as an antagonist, ally or Fifth Business dude in some godly meeting. Lots of the characters are useful; I want maybe 150% of the number I need to just get the plot on its feet. I’ll describe their intended uses in a straightforward fashion: as a supplement to more atmospheric descriptions, not a replacement. And yeah, I might add a few really powerful guys because they’re useful, but I’ll follow up with advice on how to use them.

I’ll design one or two relationship maps so that we can find out how the most important characters get along at a glance. Vampire: The Masquerade’s Chicago by Night is a great example of this technique in action.

7) Design an important adventure

The attached adventure shouldn’t just be a side story, but something the travels through the heart of the metaplot and has a chance to alter its outcome (though not necessarily completely — part of a rich setting comes from there being things players can’t change, but as this causes the money wailing of a thousand nerds you should never say so in the book). The adventure is the machine that shoved the metaplot to its ultimate resolution, even if it doesn’t do so in a way that necessarily meets player or character objectives.

8 ) See if breaking any metaplot rules would make it better. Mix things up. Smooth the bumps out. Question structure.

I lied — I totally want to deprotagonize you beneath my cool Mary Sue NPCs! Well, not really, but if we get to far into a method we’re likely to end up with some boring-ass thing that feels like the gaming equivalent of painting by numbers. People say they want structure and ways to make reconfigure chunks of stuff within set rules, but the finished product usually ends up seeming a bit soulless. At some point we need to smooth things over, build seamless links between the chunks and make it feel like an organic whole with its own mood, motifs and message. It needs some soul or else nobody’s going to care.

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3 comments to Metaplot 2.0 (Part Two)

  • JDCorley

    In a story-games thread filled with more brain damage jokes than is really decorous, I listed how I used the relationship maps in WW stuff (including the original Chicago by Night), because it wasn’t exactly clear to me if they were meant to be used for more than reference. In the end I ended up making up my own system for using the relationship map as an “intrigue simulator”. You can check it out here, it’s at item 113.

    • admin

      I think they’ve always plugged into social systems, though the game wasn’t great at offering procedural advice. The plotgen thing is pretty cool. I do like random options for when you need inspiration or something isn’t defined. I like to use Toon’s 50% rule heavily!

      Also, reading that thread I LOL at the complaint that Vampire doesn’t give you any “positive options.” For God’s sakes, are people really that spoonfed with wish fulfillment as the default play mode? Yikes.

  • JDCorley

    I couldn’t ever figure out a way to make them plug into the social systems, so I started from scratch.

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