I would say the metaplot is good stuff when it opens up options, the Assamite Schism of revised for instance gave a full depth and playstyle to a clan that was previously not much more than a really unfortunate, narrow stereotype, or in BJD when it brought back exploring the Ravnos' heritage in India from revised and presented a plot option that made them more of a presence in the sects. Developments that open up range and depth for how a game setting can be interacted with are a good and interesting choice. Even something like the Camarilla conquest of New York from revised, while yes, it took a city from the Sabbat, it was a city that previously didn't have much development or focus as a vampire setting (which was always sort of odd for a city as big as New York. "Yeah, it's a sabbat city" as kind of an afterthought was a bit meh) where the metaplot developments lead to a citybook that was really good for "here is a wide field of options your players can be directly plunged into as the Camarilla of New York is now developed and cohered", which was helpful for GMs that didn't want to have to do something like gin up a whole city from scratch.
The metaplot is by contrast a bad thing when it destroys options, like, say, the exploding of the V5 Sabbat, the exploding of the Ravnos clan in revised, anything that looks at depth and goes "nope, back to the most basic and stringent reading possible", what have you.
So I would say it varies. Sometimes metaplot is a great way to clean up previously poorly implemented game ideas, or ways to deepen a game's play experience from what it otherwise is at a given moment. And sometimes.... the opposite of that.
The metaplot is by contrast a bad thing when it destroys options, like, say, the exploding of the V5 Sabbat, the exploding of the Ravnos clan in revised, anything that looks at depth and goes "nope, back to the most basic and stringent reading possible", what have you.
So I would say it varies. Sometimes metaplot is a great way to clean up previously poorly implemented game ideas, or ways to deepen a game's play experience from what it otherwise is at a given moment. And sometimes.... the opposite of that.
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