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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 [...] January 14th, 2010 | Tags: Mage: The Awakening, metaplot, RPG design, world of darkness | Category: Game Design, RPG Theory | 3 comments
Metaplot sucks, except when it’s totally awesome. Nobody likes it and they miss it when it’s gone. It’s a pain in the ass godsend for game developers and an alienating useful tool for groups. January 8th, 2010 | Tags: metaplot, RPG design, world of darkness | Category: Game Design, RPG Theory | 4 comments
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