The Terrible Triad (or Cthulhu’s Three Pillars)
Whether deep in dungeons, running in dystopian mega-cities, or solving cult murders, every single roleplaying game employs a simple core procedure: The GM provides a situation. The characters take an action (dice may be rolled or not) The GM describes the results This procedural cycle continues until the scene, session, or campaign concludes. In D&D, 5th edition, the game and this action cycle rest on the Three Pillars, which are defined by the designers as roleplaying, combat, and exploration. Through each cycle, a Dungeon Master and their players rely upon the three driving pillars to fuel their meaningful decisions. Since its inception, D&D has leaned heavily upon combat and roleplaying to direct gameplay, but many
