Playspaces
PLAYSPACES
The pillars of play define specific scenarios you can expect to encounter while your players are playing inside The Lens.
| PILLAR | DETAIL |
|---|---|
| BATTLEFIELD | Mastering the art of battlefield control, unit movements, attrition, maneuvering, formations, ambushes, and hearing the lamentation of your enemies. |
| CRAFTING | Crafting includes everything from the preparation and identification of raw materials to their use in ever more complex and impressive constructions. |
| DIPLOMACY | The battle of wits between orators at the podium bears rough similarities to the battles between knights on the field, but the weapons are very different, and the stakes can be much higher. |
| EXPLORATION | The world is huge, and much of it is not known. Exploring the wild reaches beyond the borders can bring rewards, but not without risk. |
| GOVERNANCE | Sometimes it’s not enough to find new lands; sometimes you want to stay there. |
| MAGIC | Accessing magic, creating and casting spells, and the consequences thereof… |
| SKIRMISH | Small group combat, of the kind that dungeon crawls are made of. |
| TRADE | Caravans, barter, economies, imports and exports, profits and losses, risks and rewards |