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Worlds of Design: Modus Operandi
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<blockquote data-quote="lewpuls" data-source="post: 9040346" data-attributes="member: 30518"><p>In each instance of lengthy adventure fiction (and games), there’s usually a standard mode of operation, often including a vehicle/means of transportation.</p><p></p><p style="text-align: center">[ATTACH=full]287139[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/photos/ship-strom-sea-night-fantasy-red-2202910/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><h2>Operation vs. Transportation</h2><p>First, a few definitions. The Latin “modus operandi” means “mode of operations. Mode of operations is how protagonists typically go about their business. Modes of transportation are how they get around. The second often goes with the first; but the mode of operation could be (as in Harry Potter) just adventuring in the same place (the wizards’ school) over and over again. Or it could involve a common transportation mode.</p><p></p><p>For example, pirates usually travel to places in a ship, then do something at a destination, perhaps not on the ship, perhaps on it/with it. Science fiction adventurers often travel around in a spaceship and encounter adventures. Think <strong><em>Star Trek</em></strong><em>, </em><strong><em>Farscape</em></strong>, the game <strong><em>Traveller</em></strong><em>, </em>often the <strong><em>D&D </em></strong>setting <strong><em>Spelljammer</em></strong><em>. </em><strong><em>Stargate</em></strong> uses the Gates as the “vehicle”. On the other hand,<em> <strong>Star</strong> </em><strong><em>Wars</em></strong> including <strong><em>Clone Wars</em></strong> is not in this mode (though <strong><em>The Bad Batch</em></strong> and <strong>Rebels</strong> are).</p><h2>Modern MO</h2><p>In the (pre-COVID) TNT series <strong><em>The Last Ship</em></strong><em>,</em> an American destroyer and crew survive a highly lethal pandemic to try to develop and manufacture a cure. The program amounts to the crew of the destroyer visiting many places, often going ashore or boarding another ship, but always revolving around the destroyer.</p><p></p><p>There are many cases that don’t fit. Harry Dresden in the more recent <strong><em>Dresden Files</em></strong> novels for example (earlier he tended to live in and defend Chicago). James Bond though one man, occasionally with a second person (often a beautiful woman), travels all over the place. Perhaps because these examples are about just one person much of the time, they don’t fit a pattern that frequently works for groups.</p><p></p><p><strong><em>Elementary</em></strong> (Sherlock Holmes modern day TV series) is about two people living in a NYC brownstone and sometimes venturing out to gather information. It both fits and doesn’t fit.</p><h2>Fantasy MO</h2><p>In fantasy, sometimes the mode is “a group of people traveling across country,” usually on horseback as in the <strong><em>Belgariad</em></strong><em>, </em><strong><em>Malloreon</em></strong>, many others. <strong><em>Lord of the Rings</em></strong> is for half its length about travelling in groups but walking rather than riding. Sometimes it’s a group in a city that they almost never leave.</p><p></p><p>In many fantasy stories the hero gathers a gang together (often one by one) during his travels. They walk (or ride) to somewhere, having adventures with a particular goal in mind, though the goal may not be clear at first. I’m not sure this qualifies as a mode of operation, but it’s close.</p><p></p><p>D&D is frequently cited has having three modes: combat, exploration, and social interaction. Original D&D groups tended to be more exploration and combat: exploring fantastical “dungeons” and encountering adventures therein, something we might call “treasure-hunting.” There wasn’t much else, for many campaigns.</p><h3>Mission Orientation</h3><p>The more <a href="https://www.enworld.org/threads/worlds-of-design-goal-oriented-play.697948/" target="_blank">mission-oriented an RPG campaign</a>, the more likely there will be a dominant mode of operation. This is a likelihood, not anywhere near a certainty. By mission-oriented I mean there is some kind of story (whether originating with the setting, the GM, or the players) that has clear goals, that is more important than mere treasure-hunting or self-aggrandizement.</p><h3>Formulaic</h3><p>Where does mode of operation end and “formulaic” begin? This is a danger much more in fiction than in games, as in fiction the author is fully in control, while in games the players provide lots of variation. Yet formulaic fiction can be very successful. And in the end, “formulaic” tends to refer to the plot, where mode of operation is much less all-encompassing.</p><h3>Messing with Modes</h3><p>What is the lesson for GMs? Pay attention to this aspect of your campaign. Maybe the players like a standard mode, then you may want to help them stay in it. Or you might want to change it just to make them experience something different.</p><p></p><p>Modes may change as a campaign progresses and characters gain more capabilities. Lower-level characters might be fine with dungeon exploration mode, but at higher levels they may want to become involved in politics and their lives may revolve around their stronghold or landholdings.</p><p></p><p>As characters do more as individuals rather than as a group (typically when characters are much more capable than at start), the mode is also likely to change, or there may be no dominant mode (as for James Bond/late Dresden?).</p><p></p><p><strong>Your Turn: In your RPG experience, how often did the party stay in one “mode” for long periods of time?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 9040346, member: 30518"] In each instance of lengthy adventure fiction (and games), there’s usually a standard mode of operation, often including a vehicle/means of transportation. [CENTER][ATTACH type="full" alt="ship-2202910_1280.jpg"]287139[/ATTACH] [URL='https://pixabay.com/photos/ship-strom-sea-night-fantasy-red-2202910/']Picture courtesy of Pixabay.[/URL][/CENTER] [HEADING=1]Operation vs. Transportation[/HEADING] First, a few definitions. The Latin “modus operandi” means “mode of operations. Mode of operations is how protagonists typically go about their business. Modes of transportation are how they get around. The second often goes with the first; but the mode of operation could be (as in Harry Potter) just adventuring in the same place (the wizards’ school) over and over again. Or it could involve a common transportation mode. For example, pirates usually travel to places in a ship, then do something at a destination, perhaps not on the ship, perhaps on it/with it. Science fiction adventurers often travel around in a spaceship and encounter adventures. Think [B][I]Star Trek[/I][/B][I], [/I][B][I]Farscape[/I][/B], the game [B][I]Traveller[/I][/B][I], [/I]often the [B][I]D&D [/I][/B]setting [B][I]Spelljammer[/I][/B][I]. [/I][B][I]Stargate[/I][/B] uses the Gates as the “vehicle”. On the other hand,[I] [B]Star[/B] [/I][B][I]Wars[/I][/B] including [B][I]Clone Wars[/I][/B] is not in this mode (though [B][I]The Bad Batch[/I][/B] and [B]Rebels[/B] are). [HEADING=1]Modern MO[/HEADING] In the (pre-COVID) TNT series [B][I]The Last Ship[/I][/B][I],[/I] an American destroyer and crew survive a highly lethal pandemic to try to develop and manufacture a cure. The program amounts to the crew of the destroyer visiting many places, often going ashore or boarding another ship, but always revolving around the destroyer. There are many cases that don’t fit. Harry Dresden in the more recent [B][I]Dresden Files[/I][/B][I] [/I]novels for example (earlier he tended to live in and defend Chicago). James Bond though one man, occasionally with a second person (often a beautiful woman), travels all over the place. Perhaps because these examples are about just one person much of the time, they don’t fit a pattern that frequently works for groups. [B][I]Elementary[/I][/B][I] [/I](Sherlock Holmes modern day TV series) is about two people living in a NYC brownstone and sometimes venturing out to gather information. It both fits and doesn’t fit. [HEADING=1]Fantasy MO[/HEADING] In fantasy, sometimes the mode is “a group of people traveling across country,” usually on horseback as in the [B][I]Belgariad[/I][/B][I], [/I][B][I]Malloreon[/I][/B], many others. [B][I]Lord of the Rings[/I][/B][I] [/I]is for half its length about travelling in groups but walking rather than riding. Sometimes it’s a group in a city that they almost never leave. In many fantasy stories the hero gathers a gang together (often one by one) during his travels. They walk (or ride) to somewhere, having adventures with a particular goal in mind, though the goal may not be clear at first. I’m not sure this qualifies as a mode of operation, but it’s close. D&D is frequently cited has having three modes: combat, exploration, and social interaction. Original D&D groups tended to be more exploration and combat: exploring fantastical “dungeons” and encountering adventures therein, something we might call “treasure-hunting.” There wasn’t much else, for many campaigns. [HEADING=2]Mission Orientation[/HEADING] The more [URL='https://www.enworld.org/threads/worlds-of-design-goal-oriented-play.697948/']mission-oriented an RPG campaign[/URL], the more likely there will be a dominant mode of operation. This is a likelihood, not anywhere near a certainty. By mission-oriented I mean there is some kind of story (whether originating with the setting, the GM, or the players) that has clear goals, that is more important than mere treasure-hunting or self-aggrandizement. [HEADING=2]Formulaic[/HEADING] Where does mode of operation end and “formulaic” begin? This is a danger much more in fiction than in games, as in fiction the author is fully in control, while in games the players provide lots of variation. Yet formulaic fiction can be very successful. And in the end, “formulaic” tends to refer to the plot, where mode of operation is much less all-encompassing. [HEADING=2]Messing with Modes[/HEADING] What is the lesson for GMs? Pay attention to this aspect of your campaign. Maybe the players like a standard mode, then you may want to help them stay in it. Or you might want to change it just to make them experience something different. Modes may change as a campaign progresses and characters gain more capabilities. Lower-level characters might be fine with dungeon exploration mode, but at higher levels they may want to become involved in politics and their lives may revolve around their stronghold or landholdings. As characters do more as individuals rather than as a group (typically when characters are much more capable than at start), the mode is also likely to change, or there may be no dominant mode (as for James Bond/late Dresden?). [B]Your Turn: In your RPG experience, how often did the party stay in one “mode” for long periods of time?[/B] [/QUOTE]
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