|
1 year ago ::
Jan 27, 2012 - 8:50PM
#1
|
Date Joined:
Jan 22, 2012
|
I keep hearing this "3 pillars" talk. Now, I haven't really read up on it and would appreciate a link, but even so. When I first heard this concept, I wondered what a mystery-solving adventure was. It isn't social, exploration or combat. I'm worried that if there are only 3 pillars than every peg has to be hammered through one of those holes.
Here's the I see it. Characters interact with: People Things Places Themselves Monsters (i.e. violence)
Does all of that fit within 3 pillars?
|
|
|
|
1 year ago ::
Jan 27, 2012 - 9:29PM
#2
|
Date Joined:
Aug 27, 2007
|
I would probably rename the second pillar 'discovery', but your average mystery involves a mix of 'find things' and 'talk to people'.
|
|
|
|
1 year ago ::
Jan 28, 2012 - 5:55AM
#3
|
Date Joined:
Aug 19, 2007
|
Quoting Wrecan (because I think he had this right): Combat, Exploration, Exposition, Interlude, Socialization, Travel. Combat is of course a pillar. Socialization is a pillar. Exploration is a pillar, and it is different from Travel in my opinion because of scope, atmosphere and situations the two entail are different. Exposition is a pillar, although it might look like a mix of socialization and exploration; but I usually have exposition-heavy campaigns while exploration is limited (we don't like dungeons) and socialization is only part of exposition. Interlude is a pillar, but it is also one that is usually ignored (and with a reason).
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
Show
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
Show
|
|
|
|
1 year ago ::
Jan 28, 2012 - 8:39AM
#4
|
Date Joined:
Nov 30, 2005
|
There are as many pillars as you feel like designing for.
1 pillar- chess. All combat. Very little rp support. 2 pillars - 4e. Either combat or skill challenges. 3 pillars- 5e exploration( skills?), combat (fighting?), social (diplomacy minigame?) 4 pillars- exploration, combat, social, estate planning/castle building? 5 pillars- your idea 6 pillars- wrecans idea
5e chose three, and hopefully it works. I honestly think dnd should really only have 2 or 3, and one of them has to be combat.
Having a pillar means the game should focus equally on that aspect.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
|
|
|
|
1 year ago ::
Jan 28, 2012 - 9:02AM
#5
|
Date Joined:
Aug 21, 2007
|
I keep hearing this "3 pillars" talk. Now, I haven't really read up on it and would appreciate a link, but even so. When I first heard this concept, I wondered what a mystery-solving adventure was. It isn't social, exploration or combat. I'm worried that if there are only 3 pillars than every peg has to be hammered through one of those holes.
Here's the I see it. Characters interact with: People Things Places Themselves Monsters (i.e. violence)
Does all of that fit within 3 pillars?
I'd say it does.
People - Socialization Things - Exploration Places - Exploration Themselves - Socialization Monsters - Combat
|
|
|
|
1 year ago ::
Jan 28, 2012 - 9:44AM
#6
|
Date Joined:
Aug 23, 2011
|
Solving a mystery requires investigation. Investigation is a synonym for exploration.
|
|
|
|
1 year ago ::
Jan 29, 2012 - 6:04AM
#7
|
Date Joined:
Jan 22, 2012
|
I've given this even more thought and come to a different conclusion. In 5E, are we going to see a set of mechanics for combat, a second set of mechanics of social and a third set of mechanics for exploration? If we see mechanics for combat (even if used out of combat) and mechanics for non-combat (even if used in combat) then there are 2 pillars no matter how you allocate the bits and bobs to one mechanic or the other.
|
|
|
|
1 year ago ::
Jan 29, 2012 - 10:35AM
#8
|
|
|
See I don't like the idea of Role-playing as a pillar. I guess it would depend on what they mean by it as a pillar. I guess I don't see it being seperate from the other parts of the game, role-playing exists in both combat and exploration.
|
|
|
|
1 year ago ::
Jan 29, 2012 - 10:54AM
#9
|
- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
|
Nobody has said roleplaying is a pillar.
Mike Mearls' three pillars are: combat, socilaization, and exploration. I agree with those three pillars, but also identified three other components of D&D: exposition, interludes, and travel. I wouldn't say these three are "pillars". They are merely supports. I do think they should be considered when exploring a system, however.
But roleplaying can happen during any of these six areas.
|
|
|
|
1 year ago ::
Jan 29, 2012 - 12:10PM
#10
|
|
|
Nobody has said roleplaying is a pillar.
Mike Mearls' three pillars are: combat, socilaization, and exploration. I agree with those three pillars, but also identified three other components of D&D: exposition, interludes, and travel. I wouldn't say these three are "pillars". They are merely supports. I do think they should be considered when exploring a system, however.
What is a pillar, other than a fancy support?
|
|
|