Just posted this in another forum and thought I’d share:
[When running the Planarch Codex], I replicate something like Fronts by using the jobs + “what happens when you don’t take a job” move. To start, I roll up several possible jobs while the players are finishing up their characters (like buying gear or whatnot), have them pick the job they just finished (rolling to see how it went, as in the “love letter”), and then pick the job they’ve just decided to take on. Then we play that out as a single session. Next session, right before play begins (perhaps while they’re spending their loot from last session), I roll to find out what’s up with the job they didn’t take, which increments the background fiction and makes the world around them have a life of it’s own. Then I roll up a couple new jobs and add them to the board. Eventually, you’ll then end up with multiple jobs out there that the players are not actively engaging with, which grow and develop or get replaced by other jobs. This becomes the “metaplot” of Dis, humming and churning along, but there for the players to actively engage with whenever they want, just by them taking up one of the available jobs.
This method could totally work in a non-Planarch setting too. Like, if your crew is a bunch of mercenaries in a fantasy world, or anything else that has a more Shadowrun-like structure of patrons and missions (or, say, quests). It’s a bit like how things work in modern computer RPGs (like Skyrim), except the missions don’t wait there doing nothing until you decide to take them on, rather, they’re moving targets: if you don’t do them, maybe someone else will, or they may not be the same when you get around to them.