On the subject of metaplots, which came up on another thread, I don't think metaplots are bad in and of themselves. Look at Babyon 5. A large part of its appeal was the metaplot, and how actions had repercussions. This isn't a bad thing for an RPG. However, metaplots have to be well-thought out, plotted like a book or novel. Then the actions of the PCs can be plugged in along the way. For a game, a good way to handle metaplots, if they are desired at all, is to give the ref several options, with tips on how to plan it out.
In 2300, the Kafer War was an example of a metaplot. Player's action took place against that backdrop, but had little chance of changing the course of the war. Other metaplots could include ProVolutions terrorist activities, or the way the political axis on Earth was realigning itself in the face of war, with precendence leaving the French and transferring to the British, Germans and Americans.
Metaplots are backdrops to a game, things happening in the background that can have a profound affect opf the game, but which the players are not likely to be able to change, unless the game is a high-powered one.
In 2300, the Kafer War was an example of a metaplot. Player's action took place against that backdrop, but had little chance of changing the course of the war. Other metaplots could include ProVolutions terrorist activities, or the way the political axis on Earth was realigning itself in the face of war, with precendence leaving the French and transferring to the British, Germans and Americans.
Metaplots are backdrops to a game, things happening in the background that can have a profound affect opf the game, but which the players are not likely to be able to change, unless the game is a high-powered one.