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The Paradigm of Pillars
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<blockquote data-quote="Minigiant" data-source="post: 5899702" data-attributes="member: 63508"><p>I have no problems with the pillars method. Let me give you an organic way the pillars method would show up in the roleplay.</p><p></p><p> I run a campaign where the PCs run an NPC thieves guild. They hire NPCs, send them on missions, and take a percentage of the profits. </p><p></p><p>Now at first, they hired anybody and sent them on missions. But most would turn up dead or arrested. Tired of paying of judges and cops, they evaluated why their thieves constantly failed. The members of their guild did not have the features of a proper thief. The thieves needed:</p><p></p><p>Stealth</p><p>Lock picking</p><p>Combat skill</p><p></p><p>The other issue was numbers. Their thieves were too low level to cover for someone else. So anyone sent had to self sufficient in their 3 pillars as someone had to unlock the doors inbetween and the chests at the end if any money is to be stolen.</p><p></p><p>So they fired all NPCs who would not multiclass into a rogues or someone who could cast Knock and Invisibility. The PC wizard taught all the casters Invisibility and Knock. </p><p></p><p>And technically they could have fully roleplay the thief missions rather than treat it like a bored. And someone could roleplay the NPCs fired or killed. And if you were fired, you could not blame the PCs for doing so. You couldn't do all the aspects your job.</p><p></p><p>But in my guild example, the pillar were forced because efficiency and success required it. In D&D, interest and immersion requires it. Players, by default, want to be involved in the major aspects game. But the part of the game that takes of the most time varies from group to group. Some groups are heavy combat. Others are exploration and interaction. Others are combat and interaction. </p><p></p><p>The designers don't know how you play. Nor should they conform to your group as the model of play if they ever find out how you play. So they have to balance ever character within ever pillar. So the group that spends 2 hours fighting and 10 minutes talking has every character involve. So the group that is 2 hours of social and exploration each has every character involved. So the ⅓ each group has every character involved. Unless they use pillars, they either have to force a certain time of gameplay or suggest banlists for character types/classes that can't fit in some campaigns.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5899702, member: 63508"] I have no problems with the pillars method. Let me give you an organic way the pillars method would show up in the roleplay. I run a campaign where the PCs run an NPC thieves guild. They hire NPCs, send them on missions, and take a percentage of the profits. Now at first, they hired anybody and sent them on missions. But most would turn up dead or arrested. Tired of paying of judges and cops, they evaluated why their thieves constantly failed. The members of their guild did not have the features of a proper thief. The thieves needed: Stealth Lock picking Combat skill The other issue was numbers. Their thieves were too low level to cover for someone else. So anyone sent had to self sufficient in their 3 pillars as someone had to unlock the doors inbetween and the chests at the end if any money is to be stolen. So they fired all NPCs who would not multiclass into a rogues or someone who could cast Knock and Invisibility. The PC wizard taught all the casters Invisibility and Knock. And technically they could have fully roleplay the thief missions rather than treat it like a bored. And someone could roleplay the NPCs fired or killed. And if you were fired, you could not blame the PCs for doing so. You couldn't do all the aspects your job. But in my guild example, the pillar were forced because efficiency and success required it. In D&D, interest and immersion requires it. Players, by default, want to be involved in the major aspects game. But the part of the game that takes of the most time varies from group to group. Some groups are heavy combat. Others are exploration and interaction. Others are combat and interaction. The designers don't know how you play. Nor should they conform to your group as the model of play if they ever find out how you play. So they have to balance ever character within ever pillar. So the group that spends 2 hours fighting and 10 minutes talking has every character involve. So the group that is 2 hours of social and exploration each has every character involved. So the ⅓ each group has every character involved. Unless they use pillars, they either have to force a certain time of gameplay or suggest banlists for character types/classes that can't fit in some campaigns. [/QUOTE]
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