In order to equally support the Three Pillars, is it necessary to create a more robust rules system for exploration and role playing? If so, what type of rules could be helpful?
At the least, in order to support more interesting exploration and role play, I believe the DM should be supplied with a toolset to help guide these aspects of play.
Maybe there's another approach that would be a boon to the system?
Dragon Age RPG has some interesting mechanics for social and exploration skills and various stunts that seem to boost some aspects of these pillars. I'm sure there are other systems that I'm not familiar with that have rules and guidance covering these pillars that work great too.
FWIW, I DM two games that are ~75% exploration and role play, but I can help but notice that my PCs have character sheets full of combat options, but the other pillars have always seemed to have been largely glossed over. The ideas behind rituals and skill challenges were steps in the right direction, but I don't feel they have been implemented or ingrained into the system well enough to be fluid.
Maybe we don't need rules for the other two pillars, since they are, at their core, shared storytelling. I mange to use these pillars primarily in my games without much rules guidance, but I can't help to wonder if additional rules or tools would open up exploration and role play to even greater possibilities.
At the least, in order to support more interesting exploration and role play, I believe the DM should be supplied with a toolset to help guide these aspects of play.
Maybe there's another approach that would be a boon to the system?
Dragon Age RPG has some interesting mechanics for social and exploration skills and various stunts that seem to boost some aspects of these pillars. I'm sure there are other systems that I'm not familiar with that have rules and guidance covering these pillars that work great too.
FWIW, I DM two games that are ~75% exploration and role play, but I can help but notice that my PCs have character sheets full of combat options, but the other pillars have always seemed to have been largely glossed over. The ideas behind rituals and skill challenges were steps in the right direction, but I don't feel they have been implemented or ingrained into the system well enough to be fluid.
Maybe we don't need rules for the other two pillars, since they are, at their core, shared storytelling. I mange to use these pillars primarily in my games without much rules guidance, but I can't help to wonder if additional rules or tools would open up exploration and role play to even greater possibilities.
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