About a year ago a purchased a role-playing game from Free League by the name of Mutant Year Zero and something towards the back of the book caught my eye. There was a section called The Path to Eden which elaborates on what they refer to as the books meta plot that is critical to answering one of the worlds critical questions. Where is the fabled land of Eden and does it even exist? With this it gives you tools to allow the players to find clues to answer the question that almost everyone in the books setting has asked themselves at one point. However this plot is not often central to the main point of the campaign and is often in the background of many campaigns ran using this book, provided that the players are the one guiding the story along. This got me thinking as someone who is always looks for ways to improve the structure of my campaigns regardless of the system and stuck out to me as a tool that to my knowledge isn't often talked about in the RPG sphere of influence. With that being said allow me to elaborate on how these could be integral assets to your campaigns and could be used to breathe life into all worlds that gamemasters create.
There are three different types of plots that I use in my games. Active, Passive, and Meta.
Active plots are actively pursued by the player characters by the players themselves. These can range from clearing a witch out of a misty bog, trying to bring peace between two waring faction, or finding the materials to build a monument to a highly respected individual. These are the plots that are player facing and are those that you provide your plot hooks for. The goals that these plots present may change over time but the defining feature is that they can be actively pursued.
Meta plots are often a way for a game designer to insert a cannon story into there games over multiple products. Most of us don't have our own product line but that doesn't mean that we can't use them. Meta plots in a gamemasters world are those that are out of player control for the most part. A two rival kingdoms fighting over territory, a lower demon plots to rise through the ranks of the underworld, or the simple interaction between many different factions that operate in the same places are examples of the Meta plot. These stories affect the campaign world in major way and change something about them. Now this isn't to say that your player characters can't or shouldn't be able to interact with these event, which is quite the opposite, just that these are plots that will change your campaign world whether or not your players get roped into them. A good example for a system that creates something like this wonderfully is the faction rules in Kevin Crawford's, Stars Without Number.
Passive plots are similar to meta plots but have a key difference. They are not completely obvious to the players. Passive plots are used as an answer to a question about the world around them that can't be answered with research or pursuit. Almost like the cold cases of the Rpg plot they are advanced as the players stumble onto clues to the answer. They can be expanded upon slightly but they should lead to a dead end or another plot thread entirely. However the passive plot should culminate into one "finale" that should be able to be pursued by the players. The final point should tie everything together and answer most of the questions brought up but not all.
I know that my writing can be confusing and I may not have made my idea entirely clear so in a future post I'll be writing up an example of a passive plot.