> [!columns|3 no-t] > >[!abstract|no-i title-center] **[[Player Hub]]** > > > [!example|no-i title-center] **[[Elmanon]]** > > > [!question|no-i title-center] **[[Player Hub]]** > [!warning|no-i title-center] **[[Adventurer's Guild]]** --- The three main pillars of [[D&D]] play are: - Social interaction - Exploration - Combat Whichever one you're experiencing, the game unfolds according to this basic pattern: **1: The [[GM|Dungeon Master]] Describes a Scene.** The [[GM|DM]] tells the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). **2: The Players Describe What Their Characters Do.** Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the [[GM|DM]] ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns. **3: The [[GM|DM]] narrates the Results of the Adventurers' Actions.** Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the [[GM|DM]] might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the [[GM|DM]] might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1.