@Cobaltasaurus said:
How do you make the metaplot open to any PC? Not contingent upon one PC? And at the same time make PCs feel like they have a special part in the metaplot?
I know that in games where there was a metaplot, I've often felt like the actual PCs involved didn't matter. It often felt more like the staff just needed someone to stand here and do this at this particular time, and it could have been ANYONE. This is partially, I think, because the metaplot was...too plotted, and often very oriented in the past. "This really cool stuff all happened a long time ago, and the job of the PCs is to uncover it at Dramatic Moments, not to /change/ anything." A consequence of the attempt to coordinate 50+ characters, I think.
To specifically address your question - what about front-loading things and being willing to step outside the linear plot box (which doesn't work all that well for long-term MU* plots anyway). Basically, ask every player upfront if they want their PC to be a part of the metaplot. Some people are not going to want to be. But for those that do, their character gets Something Special that's related to the plot. Or, preferably, PLOTS. Make those plots a lot more If...Then... than MU* plots often are. Something like:
Setting: Brass City By Night
Long Term Plot 1: Descendants of an ancient coven are being drawn, all unaware, back to places of power where their ancestors sealed away horrors from the material world. When the descendants enter those places of power, monsters will be unleashed to stalk the city, and must be destroyed or resealed.
How many PCs directly affected?: Up to 13.
What PCs do: By virtue of their blood, the PC Descendants are living keys that will automatically unseal the prisons of certain horrors. However, their blood also gives them the power to rebind those horrors, although it will take three, five, or seven of them working in conjunction to do so. PCs who start chargen with, or acquire during play, Occult of *** or more get an automatic Int+Occult roll to know (at chargen) or stumble across their heritage and the connection to the Horrors. All players will be informed of the particular site or sites that will trigger an event for their PC, and that this will be a dangerous event. It's their choice whether their PC seeks that out or not. Rituals to reseal the horrors will be teamwork actions of Presence+Occult, extended, requiring 5 successes + a number of successes equal to how many weeks the Horror has been free, with each roll taking five minutes. While the horror's minions attempt to murder them, of course. Horrors are ephemeral beings and have banes and bans that can be researched to make it easier to lure them to a suitable sealing place and keep them there during the ritual.
Places of Power, the Seals, and the Horrors: (1) An intricately inlaid tile seal in the front hall of the first Brass City Police Station. It holds Marik, Lord of Chains. Passive effect: while Marik is bound in the Police Station, rolls to resist the impulse to act violently there are at a -2. Be sure to put up frequent news posts about Yet Another Accusation of Police Brutality at least every two weeks, and that cop and criminal PCs know about the penalty. Give them a Beat for playing out a scene where they indulge the impulse to be violent and it hurts them professionally or personally. (PC: Jane Doe. Let Jane know that when she enters the police station, she needs to call for staff. When Marik's seal breaks, Jane will receive a +2 bonus on all attempts to break or open locks while he's free. Once free, Marik will trigger a panic, and flee into the nearest weak-willed host - his priority will be to create an enslaved cult, and eliminate the Descendents as he can identify them. He has a 2 dice pool to start with to identify them, but it grows by 1 every week as he becomes more familiar with the modern world and gathers followers. See Cultist character sheet and Marik character sheet for powers and other stats.), (2) The Old Hanging Tree in Center Park. It holds Cassandra, the Soul-Stealer. Blah blah blah...
Long-Term Plot #2: The God-Machine is attempting to use certain people to bring certain pieces of far-flung infrastructure together, hoping to piece together a bit of itself for one of its infinitely complex, mad experiments. When the pieces meet one another, they join, which has direct effects both on their couriers, and gradually, on the whole city. However, the person who possesses the WHOLE piece of Infrastructure could have unprecedented power...at the cost of giving over their soul to the Machine.
PCs Directly Affected: up to 6.
What PCs do: PCs start the game out with a gift, heirloom, or stolen item (as appropriate to PC background) that resembles a piece of character-appropriate jewelry or accessory. It is, however, distinctive, and the character has a +1 to a certain skill as long as they have it in their possession (and gains the Bereft Condition if it is not in their possession, gaining a Beat if they take negative personal or professional consequences because they are trying to reclaim it). PCs also know a list of people who, should they meet them in a scene, Something Will Happen - in this case, the two items that each carry will attempt to fling themselves at each other, and will bind together, creating something new. The new item (see the list of proto-Infrastructures) can only be held by ONE PC, but will have boosted bonuses for having it in their possession. Not having the item still subjects the PC to the Bereft Condition (which fades after a week, provided the PC does not gain a Beat from pursuing the object). Once completed, the bearer gains a significant occult ability (powered by Willpower). HOWEVER, the bearer no longer generates Willpower normally, and if the bearer runs out of Willpower, it is as if they are affected by the Soulless condition until they find another of the city's pieces of Infrastructure and 'recharge'...or until they destroy the item, or it is taken from them (at which point they gain the Bereft condition instead). (This item, if not destroyed, may also be used as a Significant Item in later plots.)
List of PCs and Items: PC1 - silver choker (+1 Crafts), blah blah blah.
So on and so forth - you can have varying levels of staff involvement, or (as with the items) staff can serve mostly as "kick off" points, while PCs can do most of the actual "plotting" themselves, once they figure out that there's Something Special. You can hold off introducing the "last pieces" of a plot you don't want to "fire" just yet by adjusting the rate of people with specific Special Backgrounds hitting the grid, and you can always introduce another plot that deals with 6-10 people as the game grows, without damaging the specialness of the earlier PCs.