从头到尾看…慢慢来…
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4 `8 {! E$ O( Z3 n3 {7 uIt's a bird, it's a play, it's SUPERMAN!
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这是个 bird(鸟?家伙?真不知道怎么翻译好了),这是个游戏,这是超人
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如同楼上的大人所说的:
" \3 E( d0 s) ]) k是鸟,是游戏,是超人!
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or suitable for the others without being a cakewalk for the supercharacter.
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或者盲从他人同意强力人物的做法.(不会了)
: ]' ?: ~: n! I厄…后面不是没有东西了?
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Many min-maxers do what they do by second nature -- they almost literally can't help themselves.
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很多的min-maxers出于本性的只关心他们自己。
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很多min-maxers的第二天性就是-只关心自己
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" q0 a, \; h X% V; j* rThey also may derive some of their own enjoyment of the game from finding the best ways to work the system
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他们也可能通过发现更好的方法操作系统来获得游戏的乐趣
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他们也会在游戏进行中找到最佳的为模式,藉此找到属于自己的乐趣
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3 A( n- a7 [, H2 ?, ~1 k: O; ^If it is some specific class ability or spell that helps them be ultravicious,
/ [( m- v- i$ b1 @6 @- ~2 d! N8 a如果是在一些特殊的能力或者符咒情况下
6 ]* Q0 I X7 o% x5 G$ f/ H3 y# {如果是某些特殊的职业能力或法术过度增强了他们的能力
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5 f: U( ]" [, \; I2 eyou might just tone down the offending game mechanic.
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你可能仅仅去安抚这些烦人的痴迷技术的人。
+ r8 E- J- l! C# r那么你就得要调整这些引发问题的游戏机制。
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If it is a magic item, you might likewise re-engineer it to be less insane or just remove it entirely
0 I; P) f% {% Z+ R9 g0 K4 J; E9 o5 {如果是一些魔法装备,你可以用同样的方式处理,
7 e, R& s3 g3 E如过是一些魔法物品,你可能必需重心设计物品减弱它的力量,或是将它直接移出游戏
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# S* \) A. o1 d, u: r" I9 q! Kthe entire party has gotten just way too much loot and magic stuff
; R2 x% o& B% @. s# {3 S( J* l. f) y他们大量的掠夺战利品和原材料
6 R' b% D4 J2 y# l3 Y `整个队伍都能掠夺到许多战利品及魔法材料
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$ h1 J R. A5 ^2 gA game like this usually ends up in an arms race of insane skill checks, save DCs, Armor Class, and attack rolls.
8 P; t2 t& @1 F! `: ~8 O) W# f8 q& Y一个游戏经常就这样结束在技能核对、难度等级、装甲级别和攻击计算里面
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一次游戏经常会在核对技能、豁免难度、防御等级以攻击捡定的数字之中结束。
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Fixing this situation is much harder than fixing one supercharacter, because it affects the whole campaign.
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' W; h3 t* ~0 G8 G$ s/ N维持这个状况比保留一个超级人物更加困难,因为它将对整个游戏产生影响。
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要修正这种状况的难度比矫正一个超级角色难得高,因为这牵扯到了整个战役的运行。
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5 E1 O2 L: C, ~; U! f- k/ z: kYou could just stop giving out treasure for a long time, until the PCs' loot quotient balances out with their level.
. |3 f$ }0 L/ q, A( ?& m" v你不得不一直送出大量的装备,一直到他们的装备和等级相符之后。
! R4 n. D5 H, ~# p! v' z. J你应该停止发放宝物一段时间,直到玩家的宝物与他们的等级相符为止。
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I' P! f/ L X) r% EThat's not too appealing, though, because adventuring is as much about the looting as it is about hacking, exploring, kingdom-building, NPC interactions and all the rest.
1 R8 A2 {: ]8 L2 Q6 T当掠夺变的和冒险中的格斗、探索、皇宫建筑、NPC的互动乃至休息一样多的时候,这就变的相当的没有意思了
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Eliminating treasure from the campaign takes away part of what adventuring is all about
/ }6 [, l1 ~' F宝物的汰换在战役中只占了冒险的一小部份
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You could give out teeny-tiny treasure awards, but that is hardly better than nothing at all.
2 Z1 U5 J5 |: x* s. Y1 k你要送出哪怕很少的物品奖励,这也是比什么都不送还要好些。
7 G6 h0 l, @2 B( v( x7 s; z1 l) C你可以只送出一点点的奖励,但这样也比什么都不给来得好。
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consider recalibrating the possessions of everyone in the campaign.
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可以考虑调整游戏中每个人员的装备
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你可以仔细考虑所有人在战役中的地位。
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You mustdiscuss a campaign-wide "reboot" like this with the players.
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你需要和游戏成员们一起讨论重新开启大的战役
P2 g' r) n. A# W Y你得跟玩家们讨论要如何继续运作这个战役
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They may have built their characters around particular items, and you shouldn't just take stuff away without offering the chance to adjust the way characters were created and developed
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他们会围绕一些独特的装备来建立人物,同时你不应该在这些人物在没有创建和成长机会的情况下,把材料拿走,
2 C8 C. K$ W' ]7 I& k他们可能以某些特定的装备为目的来建立他们的人物,但你不应该光是拿掉这些东西,而没有给予他继续发展或让角色更加成熟的机会
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or even for a player to create an entirely new character if her vision of her current character is too deeply enmeshed with the PC's items to want to do a full-on redesign.
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特别是当一个玩家痴迷于一件完全重新设计的人物装备,要建立一个全新的人物的时候。
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若一位玩家原本痴迷于原本人物所拥有的装备,在要他重建一个全新的人物时,更不应该如此。
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and hitting people in the wallet always hurts
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它会让玩家们的荷包变空(我理解是这样的)
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这样作也会让玩家们的荷包大大的失血
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" g# k6 K: L! n4 s. }$ Z1 ~but your campaign will probably be healthier and more enjoyable, even if you have to blow most of a game session to do it.
[2 Y7 \' E, o: g但是即使你不得不去处大多数的游戏人物,这也会让你你们的游戏变的健康有趣。
3 X2 N+ q) q' M& X不过你的战役会变得更加健康且有趣,即使你已对战役进行了大幅的调动。
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+ k9 U p A! mHa-ha-ha-haaaaa . . . WIPEOUT!
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哈-哈-哈-哈哈哈哈(八神?)失败(?)毁灭(?)
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哈-哈-哈-哈哈哈哈…全灭
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In this case, though, what I'm talking about is the dreaded TPK, the Total Party Kill.
4 P5 e9 M+ B) p3 E( T! ]( r$ ~在这种情况下,我们要谈论的是让人恐惧心烦的团灭
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在这样的状况下,我们要谈论的是可怕的TPK,也就是所谓的全团歼灭。
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& l% Q, P2 |( t" ESometimes you nderestimate how viciously effective a particular strategy or situation is going to be
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有时候,你低估了一个邪恶有效的策略或者即将发生的情形
1 L: Z3 i3 e6 l& d+ M- D$ _9 s有时你会低估了某个邪恶的策略,或是突发事件所造成的影响
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+ ~$ s& |1 `5 G( KTrollburger就是把巨魔打成肉饼的人…
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Q% |- \! @8 p6 l) [Just as the players have put time, energy, and effort into crafting their characters
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正象玩家们在游戏里将精力、事件、努力都投入到构建他们的角色一样
2 G$ F0 z: `& j如同玩家们将精力、时间与心力都投入到构建他们的角色一样
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/ H& H8 z# V; L" J2 Z1 cyou have done much the same with your campaign.
8 N% f, s' S$ O8 U* i你也做了许多同样的事情。
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你也为你的战役花了不少心思。
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" e( d- }; |: U, q5 M9 V0 [5 vand on down the list
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以及其它前面所述的部份
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1 V& ~0 c7 A fThe preemptive fudge: The easiest solution is to fudge the die rolls or alter the game situation (e.g., reduce the hit points of monsters or the save DCs of some attack or trap) to ensure that a TPK never occurs in the first place. If done with subtlety, the players never need know. (They may guess that you are fudging on their behalf, but they'll be happy enough for their characters to survive that they probably won't mind too much.) You really have to be careful with this, though, because if the players suspect that you'll never really let them die, the tension that comes from riding the edge of danger vanishes from the campaign and it can easily lapse into boredom-ville.
5 |+ C( p) A/ z5 ?抢先伪造:最简单的方法就是伪造一些色子点数(降低怪物的攻击点数或者降低一些攻击和陷阱的豁免难度)或者改变一些有些的状况,以保证在第一个场景中不会发生团灭的情况。如果做的非常巧妙,玩家们就不会发觉(他们可能发现你用伪造的方法帮了他们,让他们的人物不会死亡,他们就不会太介意)。你真的要小心谨慎的对待,因为,如果玩家们认为你真的不会让他们的人物死亡的话,那种行走在刀口上的感觉消失后,他们就会对游戏产生厌倦。
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抢先变造:最简单的方法就是在游戏中变造骰子的点数(降低怪物的生命点数或者降低一些攻击和陷阱的豁免难度)这样就能确保TPK不会在第一时间发生。如果做的非常巧妙,玩家们就不会发觉(他们可能发现你用变造的方法帮了他们,让他们的人物免于死亡,他们就不会太介意)。你真的要小心谨慎的对待,因为,如果玩家们认为你真的不会让他们的人物死亡的话,那种行走在刀口上的感觉消失后,他们就会对游戏产生厌倦。
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/ W! A, d, P! S# P+ mgiving them a natural interest in following in their footsteps and investigating their fate.
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给与他们natural interest跟随着他们的脚步,去发现自己的宿命。
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让他们能自然而然地跟随着他们的脚步,去探究他们自己的宿命。