[Twilight Time] "I Never Metaplot I Didn't Like"
Heather Grove
heather at burningvoid.com
Tue Apr 15 08:58:12 EDT 2003
April 15, 2003 - "I Never Metaplot I Didn't Like"
Volume 4, Issue 5
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Good morning!
I'm sorry this article is a day late; we had some connection problems
yesterday. I think it'll be worth the wait, though, as today's article
is a special guest issue from former "Wraith: the Oblivion" developer
Richard Dansky! Without further ado, I'll let Richard's work speak for
itself.
Have a great day,
Heather
This week's article is Copyright 2003 Richard E. Dansky
Richard Dansky has written, designed or otherwise meddled with a long
list of roleplaying game products, mostly for White Wolf. He's written
four novels, including the Trilogy of the Second Age, and a random
assortment of fiction, non-fiction, reviews, and vaguely humorous
essays. Currently gainfully employed as the Manager of Design for Red
Storm Games, Richard also works as the Central Clancy Writer for
UbiSoft. He resides in Durham, North Carolina with the charming and
talented Melinda Thielbar, as well as their charming and slightly less
talented cats.
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I Never Metaplot I Didn?t Like
or
How I Learned to Stop Worrying and Love The Shadowlands
by Richard E. Dansky
When I was confronted with the challenge of developing "Wraith" (in
those dim and distant days we called "The Nineties" ? yes this stuff
is old. Bear with me), the biggest problem I was faced with (besides a
logo that bore an uncanny resemblance to Daffy Duck?s beak immediately
after one of those classic ?Duck Season!? ?Wabbit Season!? exchanges)
was that nobody knew What Was Going On. Mind you, the "Wraith"
background was a stunning playground: three levels of reality,
psychological landscapes to romp in, moaning coins, ancient souls who
would make Chris DeBurgh scratch his chin and go ?hmmm? and all sorts
of fun stuff that made me itch to run a campaign in the Shadowlands.
What I didn?t know, and what I assumed no one else knew either, was
what was going on behind the scenes. Which Deathlords were doing the
others dirty? Were the Guilds still kicking around? If so, why, and
what were they up to? What were the Renegades up to, and was there in
fact some sort of master plan for the overthrow of Stygia? What was
going on in the other Dark Kingdoms? The answers to these and many
other thrilling questions were?nowhere to be found.
[Note: None of this is a negative comment on the work of Jennifer
Hartshorn, my predecessor on "Wraith". She created an amazing canvas,
and I?m just the sort of guy who worries about doodling in the corners.]
Now, I?m a big believer in creating as big a sandbox as possible for
Storytellers (or, heaven forfend, GMs) as possible. I don?t want to
know where Caine or the Antediluvians are, if Souleaters are real, or
where Rasputin is going pop his ugly head up next. I prefer to make up
my own answer to that sort of specific question, and as a developer I
preferred to let individual Storytellers do most of the work. That way
they come up with what works best for them, and don?t get shackled to
what my sleep-deprived brain conjured in the 3 AM fogs.
But, there has to be a story going on somewhere. Something has to be
moving in the background, otherwise the game world as a whole just
sort of sits there, static.
Look at it this way: If there isn?t a story going on in the
background, then everything that?s going on in the game world can be
found in the ?Background? section of the game?s main rulebook, which,
it can be assumed, everyone playing has read. This means that the
players, no matter how hard they try not to metagame, *know what?s
going on*, and it?s damned difficult not to impart at least some of
that knowledge to your characters. After that, it?s too easy for
roleplaying to slip into problem solving and picking up the pieces.
Without surprises, the whole exercise gets a lot less fun. Now,
players do surprise Storytellers every session (usually starting at
character creation with ?You want to play a *what?!*? and spiraling
downward from there), but the equation has to go the other way as
well. Storytellers have to keep on surprising players, which means
that they have to have surprises to spring. They have to know things
the players don?t, and that means that they have to know What?s Really
Going On. And that means (cue the ominous music) a metaplot.
Now, figuring out your metaplot usually starts with figuring out what
the goal of your campaign world is. Is it To Liberate Humanity From
the Oppressive Vampire Yoke? Is it To Bring Down the Evil Hierarchical
Structure That?s Oppressing Everyone? Mind you, these are all big
ideas. Big stories, and not terribly well defined ones. That?s all
right ? your metaplot is the reason behind your individual plots ? if
your metaplot concerns a rogue Progenitor Mage who?s decided that he
wants to go on a Dr. Moreau kick and breed the perfect human, your
individual plots can deal with things like beating up beast-critters,
running afoul of people trying to stop the mad splicer, stumbling
across failed experiments and the like. All of those are plots, but
they?re derived from your metaplot, the grand story of what?s going on
behind the scenes.
The next step, once you?ve decided where the world is going, is to
decide who wants to get there, who?s going the other way, and most
importantly, why. Arranging your Storyteller character cast along the
lines of how they?re reacting to the metaplot?s goal allows you to
also set up which characters are potential allies or enemies of one
another, which ones are likely to be regarded as villains by the
characters, and so on. However, it?s not enough simply to lay down
good guys and bad guys. Your NPCs need to have reasons for supporting
or opposing the progress of your game world. This gives those
characters a chance to develop with the story. Perhaps some of them
could change sides down the road, or characters who are ?villains? by
dint of affiliation, not personality could turn out to be sympathetic
and make the player characters reconsider their positions.
(Plus, if there?s a reason for your NPCs to do that voodoo that they
do so well, it saves you embarrassment when a PC asks dramatically,
?Why are you doing this?? Let?s face it, it?s always humiliating to
have your major villain reply, ?Why? Because the plot demands it! I
never wanted to do this in the first place.? A nemesis who'd prefer to
be a lumberjack is bound to disappoint.)
Hopefully, at this point you know where the world is going, who?s
pushing and who?s pulling. That?s a good start, but you?re still
static. You need a dramatic event to kickstart things, to get the
metaplot in motion. This doesn?t even have to be something the player
characters see, as it should instead serve to motivate your NPCs into
acting. Remember, the PCs aren?t going to be in on the metaplot from
the beginning, but when they uncover the pieces later on, they?re
going to want to see the genesis of the crisis. Don?t ever
underestimate the _nachas_ they?ll get from learning all of your
secrets (or so they think).
Finally, you need to figure out where the characters fit with the
metaplot. It?s not a good idea to decide which side they should be on.
If you?ve done a good job of motivating your characters (and haven?t
stacked the deck with a hideous metaplot), you?ll be able to follow
the metaplot and run a good story no matter where the players come
down. Trust them to make an interesting decision ? once you get them
interested.
You will need a way to suck them in to the workings of the metaplot.
Let?s face it, secret societies and mystic brotherhoods could be
meeting in the apartment down the hall from where you?re reading this,
but you?re not involved because you have no idea of what?s going on.
If, on the other hand, a mysterious idol was accidentally delivered to
your doorstep in front of your neighbor?s, and hundreds of graduates
of Innsmouth High suddenly started trying to repossess it, you?d
acquire a sudden interest on what was going on, wouldn?t you?
(Okay, if you had any brains you?d give the damned statue back, pack
up, move to New Guinea, and try to forget it ever happened, but PCs
generally aren?t that well attuned to that whole self-preservation
kick us real people have in our genes. The one time I ever played in a
game where the characters acted sensibly, we ended up ignoring
earth-shattering events and instead role-playing contract
negotiations, office coffee orders, and making french toast. A
thrill-packed ride through the pulsing heart of action, it was not.)
In other words, you need a teaser, something that convinces the
players that it?s in their characters? best interest to figure out
what?s going on. Assassinations or seemingly unmotivated attacks work
well, but the actual plot device is unimportant. All that matters is
that something active happens that has a connection to the player
characters. Obviously, you?re not going to want this initial event to
be too big ? it?s a teaser, that?s all. Having the UberVillain show up
and announce his evil plan short circuits the layers of revelation
that make metaplotting so much fun.
A final idea involves seeding future plots with foreshadows. You don?t
even have to know what you?re foreshadowing, mind you. Just stick the
shadowy figure in the corner and worry about who he?s really working
for later. Even if he doesn?t make sense now, he will down the road.
So that?s how you do it, or at least how I did it. Winding back to the
putative topic of the article, let?s run through the step-by-step
process of how I concocted the "Wraith" metaplot without the
assistance of any chemicals stronger than caffeine.
The basic question came first: What is on everyone?s mind? The best
answer I could come up with was the mysterious disappearance of
Charon, formerly big kahuna of the dead. Not much seemed to have
happened since Charon did his scrubbing bubble impression and went
down the drain in 1945, and I knew that the centuries-old schemers in
Stygia weren?t going to sit around and wait for Charon for 50 years.
Still, everything revolved around (or reacted to) Charon.
So what about Charon? Well, it would seem that people who?d gained
since his departure (i.e. the Deathlords and the Renegade groups)
wouldn?t want to bring him back. The question being, who would? Who
would stand to gain? The answer was the Guilds. The fact that they?d
had a little falling out with Charon 500 years ago was simply an added
twist.
This decision did a few things. It let me place the Guilds in the
context of the Shadowlands, when otherwise they?d been rather
vestigial. It gave them a purpose and a reason to continue. Without
that, they were deadweight, and the series of Guildbooks would have
been rather pointless. It also established another political dynamic
in the Shadowlands. Since Guild membership crossed faction lines, all
of a sudden the whole Hierarchy-Renegades-Heretics triangle rumble had
gotten a whole lot more interesting.
Why? Because I was wondering why certain wraiths would do certain
things. I was establishing motivations, and from those motivations
plotlines started flowing. Was I working with specifics yet? Nope.
They were unimportant at this stage. I did start creating a few
specific characters ? Lord Ember, Miklos the supercilious Chanteur, a
mysterious Pardoner, a hysterical Oracle ? and figuring out what they
wanted. Their reactions (and they had to be natural reactions, drawn
from established character behavior trends) in the upcoming books
would go a long way towards directing the metaplot towards its
ultimate end.
So the parts had been cast, the motivations established, and the stage
set. All that remained was to kick it off. As "Wraith" isn?t a game
where body counts are important, I didn?t think something violent
would be the way to go. Instead, I went with revelation. The meeting
in the basement of Ember?s palace and the announcement that Charon had
been set up ? this would startle the NPCs into motion. Other NPCs
would react. Rumblings at the top would turn into earthquakes at the
bottom ? where the players would be. Suddenly, something would be
happening in the Shadowlands, and everyone would be a part of it,
somehow.
Mind you, the "Wraith" metaplot took years to develop, and even then I
didn't get to pull all the rabbits out of my hat before the final
curtain came down. Instead of players, I had readers who are players
and Storytellers, and many of my reveals need to be tailored
specifically for this dual audience. But the basic paradigm remains
the same, and the blueprint I outlined above is the one I?m following.
Why? Because it works.
After all, once upon a time it was my world. Just remember, each and
everyone one of you has yours.
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line at (heather at burningvoid.com). If I pass any
of your suggestions on (either through the newsletter or the RPG
resources page), I'll attribute them to you. Be sure to tell me if you
don't want me to use your name and/or comments!
The next issue is coming in just a few weeks--early to mid May.
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SITE UPDATE:
Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html
http://www.burningvoid.com/users/heather/roleplaying/Essays/condition1.html
Expectations, Conditioning and Your Game, Part I: Examples
We sometimes don't realize that we're "training" our players to do the
exact opposite of what we'd like them to do. Here's the start of a
short series on taking conscious charge of the unconscious "lessons"
you impart through your game.
Burning Void Writers' Resources:
http://www.burningvoid.com/users/heather/writing/resources.html
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ANNOUNCEMENTS:
Reviewing RPGs for Epinions?
I'm currently working on trying to convince more people to review RPGs
at Epinions.com. The original announcement I made at RPGNet is much
too long to reproduce here, but you can, at least at the moment, view
it here:
http://forum.rpg.net/showthread.php?s=&threadid=43812
Eden Studios, Bizarro Games Announce Odyssey Prime RPG:
Eden Studios and Bizzaro Games are proud to announce their
collaboration on Bizzaro Games' Odyssey Prime d20 RPG setting.
Odyssey Prime is a roleplaying game of interdimensional adventures
using the upcoming d20 Modern game system by Wizards of the Coast (it
will also contain conversion rules for Unisystem). The premise can
perhaps be best summed up as "Stargate meets Armageddon," combining
the classic sci-fi staple of alien-world explorations with a touch of
modern thriller. Player characters are recruited, sometimes
involuntarily, by Project Odyssey to enter the portal and scout the
unknown on the other side.
Look for Odyssey Prime in Summer 2003. Check out the Odyssey Prime
website for more information: http://edenstudios.net/odysseyprime/
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