This article is about a story connecting multiple works, usually in a setting inspired by a role-playing game. For a story within a story, see metastory.
The metaplot (also, metastory[1]) is the overarching storyline that binds together events in the official continuity of a published role-playing gamecampaign setting, also defined as an "evolving history of a given fictional universe". Major official story events that change the world, or simply move important non-player characters from one place to another, are part of the metaplot for a game.[2][3][4][5] Metaplot information is usually included within gaming products such as rule books and modules as they are released. Major events in the metaplot are often used to explain changes in the rules in between versions of the games, as was the case with the Time of Judgment in White Wolf's World of Darkness[3][6] and the Time of Troubles and the Sundering for TSR's/Wizards of the Coast's Forgotten Realms.[6][7][2] Because of events like this, many gaming groups choose to ignore the metaplot for a game entirely.[citation needed]
Metaplot is often developed not just by the writers, but by teams - multiple writers, editors, publishers, graphic designers and even players. The concept is related to more than just role-playing sourcebooks, as much of the metaplot can come from other media, such as novels (for example, The Legend of Drizzt or the Dragonlance novels, representative of numerous Dungeons & Dragons fiction).[2][4][8] For the Forgotten Realms this was the case only after its inception, while it was part of the design from the start for the Dark Sun setting.[8][9] For campaign settings based on movies, TV shows or other pieces of fiction, the plot of those works usually functions as the metaplot,[10][better source needed] while for historical settings history itself may fill this role.[11]
^ abcPajączkowski, Olaf. "Artyzm czy robota na zlecenie? Wolność twórcza autorów książek osadzonych w światach RPG (na przykładzie powieści z cyklu Dragonlance i Forgotten Realms)" [Art or craft? Creative freedom of RPG writers (based on examples of Dragonlance and Forgotten Realms series of novels)]. In Dudziński, Robert; Wróblewska, Anna (eds.). Gry fabularne. Kultura – praktyki – konteksty (in Polish). Stowarzyszenie Badaczy Popkultury i Edukacji Popkulturowej Trickster. pp. 31–48. ISBN978-83-64863-07-3.
^ abcWhite, William J.; Arjonata, Jonne; Hitchens, Michael; Peterson, John; Torner, Evan; Walton, Jonathan (2018). "Tabletop role-playing games". In Zagal, José P.; Deterding, Sebastian (eds.). Role-Playing Game Studies: Transmedia Foundations. Routledge. pp. 63–86. ISBN9781138638907.
^ abHillenbrand, Tom; Lischka, Konrad (2016). Drachenväter - Die Geschichte des Rollenspiels und die Geburt der virtuellen Welt [Dragon fathers - the history of the role-playing game and the birth of the virtual world] (in German). epubli. ISBN9783741855580.
^ abDi Filippo, Laurent (2017). "Les mondes d'Advanced Dungeons and Dragons au spectre du transmédia: l'exemple de Dark Sun". In Collard, Anne-Sophie; Collignon, Stéphane (eds.). Le transmédia, ses contours et ses enjeux (in French). Presses universitaires de Namur. pp. 54–55. ISBN978-2-39029-102-2. Retrieved August 27, 2022.
^ abSnow, Cason (2008). "Dragons in the stacks: an introduction to role-playing games and their value to libraries". Collection Building. 27 (2): 63–70. doi:10.1108/01604950810870218.
^Faricelli, Ryan (2015). On A Roll - Level Up Your RPG. Reel Fun Studios. p. 131. ISBN978-1-312-90744-7.
^ abWard, Rachel Mizsei (2013). "Genre Mashing in the Role-Playing Game Deadlands: The Weird West, the Horror Steampunk Western". In Miller, Cynthia J.; Van Riper, Bowdoin (eds.). Undead in the West II: They Just Keep Coming. Scarecrow Press. p. 281. ISBN978-0-8108-9264-4.
^Schallegger, René (2012). Joyful Games of Meaning-Making: Role-playing Games and Postmodern Notions of Literature (PhD). Alpen-Adria-Universität Klagenfurt. pp. 224–225.