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[帷幕之后] Saving a Game Gone Bad

本主题由 Cirdan 于 2008-3-13 18:18 设置高亮

Saving a Game Gone Bad

有些实在不知道怎么翻了,就这么的吧,哪怕好多的错3 D; V! M8 j. Q' ?
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& u9 F- H0 u3 X) M  m! }We've all seen columns about games gone wrong, so in the spirit of honest imitation I thought it was time I offered a few ideas of my own about ways a game can self-destruct. We've already talked about things that can and do go wrong outside of the game itself, such as the intrusion of real-life interpersonal relationships and attempted humor gone bad. This month's column addresses things inside the game that can turn a fun campaign into a boring one, or one teetering on the edge of total meltdown.
5 c5 z  A; \' X7 k+ Q- @' Y, S我们都看过一些介绍走在错误路线上游戏的文章了,所以我想在这里以一种真实的模仿来指出一些使游戏走向自我崩溃的情况,我们已经讨论过一些使游戏走向崩溃的因素,例如加入现实当中人际关系,或者试图顺应已经存在的不协调的地方。这个月的专栏内容里,要讲一个好游戏变的了无生气,或者濒临崩溃的内在因素。$ G. @! k& z3 N
It's a bird, it's a play, it's SUPERMAN!/ T4 u. ^1 V2 [0 J+ L/ Q( ~
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
9 D5 |' _+ a- T( K, yWhen one character becomes head and shoulders more powerful than the others, problems ensue. This situation usually arises in one of two ways: (1) you have an expert min-maxing powergamer in your midst (the guilty may raise their hands along with me), or (2) you give out a magic item that is either more powerful/useful than you thought it was or simply more powerful than anything anyone else has. Unbalanced parties happen frequently at low levels, when magic items are apt to be unequally distributed and when class differences are magnified, but it is a much more bothersome problem as levels go up, because it is a cumulative problem. That is, it builds on itself in terms of sheer killpower (the more powerful character often tends to get progressively more powerful, with the gap between him and the other characters getting larger), and it gets progressively more annoying as it keeps going on and on. After a while, the other players start to feel like their characters are just second-rate henchmen of the supercharacter. This state also makes it difficult to create encounters that will be a challenge for the supercharacter without wiping out the wimpier characters, or suitable for the others without being a cakewalk for the supercharacter., u: S' W: r; d
当一个人物变成领袖,同时比其他的成员更有权利的时候,问题就随之而来了。这种
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情况通常出现两种方式之一出现:(1)你们的队伍中有个霸主的人物(胆怯心虚会使所有人连同你在内同意他的意见),(2)你送出了一些超过其他人员装备属性很多的装备。当队伍内部的装备分配差异越来越大(马太效应TRPG版本),或者等级差异扩大的情况下,低级别中这种失衡的团体经常出现,同时这种麻烦会随着级别的增加而进一步的扩大。这是积累性问题,它是建立在队伍本身sheer killpower(实在是不知道怎么翻译了)(强力的人物会更加强大,于是这个缺口就会进一步的变大),持续下去,这种情况就越发的让人讨厌。不久其他玩家就会觉得自己是不是仅仅是那个厉害无比玩家的跟屁虫、跟包的、小瘪三(这个词好有意思)。这种状况会产生一种对强力人物发起挑战的冲突,或者盲从他人同意强力人物的做法.(不会了)+ d% Q) r1 j3 C! e, q
Solving this problem is tricky. Many min-maxers do what they do by second nature -- they almost literally can't help themselves. They also may derive some of their own enjoyment of the game from finding the best ways to work the system, so to tell them to just stop doing it may impede their enjoyment and engagement. You could tell them to put their energies into roleplaying and other elements of gaming, but many min-maxers already do that -- being a powergamer doesn't preclude being a roleplayer or having a well-rounded character. If it is some specific class ability or spell that helps them be ultravicious, you might just tone down the offending game mechanic. If it is a magic item, you might likewise re-engineer it to be less insane or just remove it entirely. Though these solutions seem simple enough, it is hard to implement them without the player feeling that his or her character is getting screwed. You might offer some other kickback to the character, a "trade-in" for something else useful. Or you might just point out to the player the fact that the supercharacter is annoying everyone else. Some players might recognize the problem themselves and come forward with suggestions.
4 U6 \1 M; I* g9 X. r0 Y解决这个问题是需要非常谨慎的。很多的min-maxers出于本性的只关心他们自己。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,所以告诉他们不要做这些事情,会让他们享受不到乐趣。你或许可以告诉他们把精力防到角色扮演或者游戏基础里面,但是他们已经成为一个霸道玩家,从而拒绝去扮演一个有多姿多彩的角色。如果是在一些特殊的能力或者符咒情况下,你可能仅仅去安抚这些烦人的痴迷技术的人。如果是一些魔法装备,你可以用同样的方式处理,来降低或者完全解决掉这些疯狂。虽然这些方法看起来简单有效。它难度在于玩家会觉得被强迫去做这些事情,你可以让其他人用等价交换的方式,得到这些退还的物品。你也可以告诉这些超级人物他们的行为会被人厌恶。有些玩家回认识到自己的错误并主动的改变自己。
9 E& p% h' `+ v- KWe're in the money!. z/ @$ u3 L# d6 K5 T! o3 J4 X
我们是为了赚钱
3 N" `0 L6 \" I' JSometimes instead of one supercharacter, the entire party has gotten just way too much loot and magic stuff. All the PCs are superheroic, ratcheting up the entire power level of the campaign. This situation isn't automatically a problem if you are comfortable running things that way, but it creates complications with the intended scaling of the game and figuring out appropriate challenges and rewards. If you keep giving treasure, the problem will just keep getting worse, and most the stuff will just get sold for money because the characters already have the best equipment around. A game like this usually ends up in an arms race of insane skill checks, save DCs, Armor Class, and attack rolls. Everyone either fails all the time or succeeds all the time. It's an intense way to game, but it's kind of like bingeing on candy after Halloween or Easter. It's not very fulfilling and leaves you a little queasy at the end.
3 y3 k9 \0 q8 ^+ N1 m1 s有时,整个游戏团队都是非常厉害的人物,他们大量的掠夺战利品和原材料。这些强力的游戏玩家,会在游戏中投入他们全部力量。如果你可以轻松的用这个方式进行游戏的话,就变成了一种不自觉的表现,但是这种情况会把有意控制游戏进行,计划适当的战斗以及得到回报这些事情变的复杂无比。如果你不停的送出你的物品,这个问题就会变的更加糟糕了,同时大量的材料会被卖出,因为这些强力的人物,已经拥有大量精良的装备。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。每个人物或者一直成功或者一直失败。这是一种极端的游戏方式,但是这有点象万圣节或者复活节大吃糖果。这不会让你真的满足和留恋。
/ U4 `3 Z$ p) e+ [4 cFixing this situation is much harder than fixing one supercharacter, because it affects the whole campaign. You could just stop giving out treasure for a long time, until the PCs' loot quotient balances out with their level. That'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. Eliminating treasure from the campaign takes away part of what adventuring is all about. You could give out teeny-tiny treasure awards, but that is hardly better than nothing at all. Either way, it may also take a long time for levels to catch up with loot, and what do you do in the meantime?% y6 m- M7 O2 U& t
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。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。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(这句我觉得翻译的有问题,应该不对)。Eliminating treasure from the campaign takes away part of what adventuring is all about(不知道怎么翻译,觉得是:抛弃装备、得到装备就是游戏的所有内容).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。另一方面,这就要花大量的时间让人物的级别赶上装备的要求,可是这段时间里你又去作什么呢?
' R1 `7 c6 z4 d5 a" ZAs an alternative solution, consider recalibrating the possessions of everyone in the campaign. You mustdiscuss a campaign-wide "reboot" like this with the players. 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, 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. There is no easy or even appealing solution for fixing a campaign-wide problem like this, and hitting people in the wallet always hurts, but your campaign will probably be healthier and more enjoyable, even if you have to blow most of a game session to do it.
- d1 t9 W  h% r! T作为一个备选方案,可以考虑调整游戏中每个人员的装备。你需要和游戏成员们一起讨论重新开启大的战役(mustdiscuss,我觉得应该是must discuss),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,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(作者估计是学问太高了,句子太长了)。象这样为了游戏的维护,提出一个讨人喜欢的方案,并是一件容易的事情,它会让玩家们的荷包变空(我理解是这样的),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。
. r  B- `- P! BHa-ha-ha-haaaaa . . . WIPEOUT!8 M: s% T6 P$ U4 i; h' o
---哈哈哈哈(八神?)失败(?)毁灭(?)6 R# f6 m  U: {0 g# X: I
For anyone too young to remember, those were the only lyrics to a classic surf-rock song; the rest was all instrumental, with a great guitar riff. In this case, though, what I'm talking about is the dreaded TPK, the Total Party Kill. Sometimes the dice just don't fall for the players, and your own are on a hot roll. Sometimes the players do something really, really dumb. Sometimes you underestimate how viciously effective a particular strategy or situation is going to be, or you overestimate the PCs' ability to deal with challenges. Sometimes all it takes is one lucky blow or unlucky save to turn the tide of the battle and change a tough fight into an absolute rout or, in the worst case scenario, complete annihilation.
- X/ G: O9 ]4 y- p$ R大家都太年轻了,以至没有什么可以回忆的,唯一抒情诗就是一首经典的冲浪摇滚,还有就是一把好的吉他。在这种情况下,我们要谈论的是让人恐惧心烦的团灭。有的时候色子并不喜欢玩家,这时你有个特别幸运的投色子。
2 L. H* v. c$ e( _很多时候玩家做了事情真的很让人哑口无言。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(感觉不该这么翻译),或者你过高的估计了角色扮演者们应付挑战的能力,在战斗急转直下的时候得到一个幸运的攻击,或者是一个不幸的豁免鉴定,还有就是把一次顽强的战斗变成了溃败,甚至走向了灭亡。
+ a7 w% ^" E7 [! I, m) U8 RWhat do you do when the adventuring party gets turned into Trollburger Helper? Just as the players have put time, energy, and effort into crafting their characters, you have done much the same with your campaign. You have orchestrated a framework of challenges for them to negotiate, allies to make, items to find, and on down the list. If the entire party croaks, what happens to your campaign? Well, you have several alternatives:- u0 m1 v5 R( d4 e* q* F: R( b" h
当冒险团队变成了Trollburger帮手后,你做些什么事情呢?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,你也做了许多同样的事情。你编制了一个战斗的框架让玩家去挑战,去组建同盟,去寻找装备,and on down the list.当你的团队都在发牢骚的时候,作一些什么呢?你有几个选择:
" X; t+ z! ^4 x# @# P& R) B) s- N# q- x7 `The 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.8 T% W/ o+ n, L" F' ~) L
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。
7 X. h! t( c, u+ wA ghost of a chance: Let the dead characters remain in existence as shades of their former selves. You might construct an adventure where their restless spirits have the opportunity to possess some other creatures and try to recover their bodies and/or their stuff and get raised, or maybe just complete their original task in their new bodies, allowing their spirits to find rest after a job well done. [Editor's note: You can now run a whole afterlife campaign with the just releasedGhostwalk campaign setting. To learn more about it, check out our designers interview and other special Ghostwalk web features all this month!]
; P6 P5 O* G  p, n6 f鬼魂的机遇:让死亡的角色作为一个幽灵存在,来保持它原有的特征。你可以构建一个地点,用来让这些死去的灵魂可以得到一个身体,并且重新获得装备,然后提升,也可以用他们新的身体来完成原来的任务,并让他们的灵魂在完成任务后可以得到休息。(编者按:现在你可以使用刚出版的Ghostwalk战役设定,要学习更多的幽灵知识,可以和我们的设计师交流,或者登陆Ghostwalk网站。)/ U$ @7 r: H# M. Q4 n6 C% G
Game over, man. GAME OVER! The most common solution is to just create new characters. This might mean starting an entirely new campaign with 1st-level characters. Or you might create characters of levels and capabilities similar to the originals, whose mission is to find out what happened to the original characters and either bring them back or complete their task for them. Some players create backup characters just in case something happens to their main characters. If the DM allows it, the new characters might be proteges, family members, or other associates of the old characters, giving them a natural interest in following in their footsteps and investigating their fate.
0 p% D& s+ K# X; r7 Z# e0 L游戏结束,哥们,游戏结束啦!最常见的解决方法就是建立一个新的角色。这意味着用一个1级的人物开始一个全新的游戏。或者你也可以创建一个级别能力与原来相似的人物,他的任务就是找到发现原来的人物,并找回原来人物的记忆,或者完成原来人物的人物。一些玩家会创造一个备份角色用来防备突发事件影响他们的主要角色。如果DM同意的话,这个新的角色可以成为被保护者,家庭成员,或者与其他的老人物相关的人员,给与他们natural interest跟随着他们的脚步,去发现自己的宿命。' \7 `7 _1 F$ i5 }$ K5 g" Y( S- }
The real heart of the matter is that when a campaign spins out of control, you have to decide whether it's worth saving. It may be too far gone to rescue without changes so massive that you may as well start over. It may also have run its course in terms of the fun and desire for the players to keep running those same characters -- they actually may welcome a fresh start. You might even want to play for a while instead of DMing, and a "broken" game might offer a good opportunity to change over. If you want to keep up the current campaign, though, you need to take a hard look at the way you've been doing things and how you and the players want to fix them.3 B. y; |% d: W
真正的核心问题是当一个游戏变的不受控制时,你不得不判定是否还具有挽救的价值。或许他已经变的十分的十分糟糕,还不如从新开始一个游戏。它也可能在常规发展轨迹上,玩家还有乐趣去游戏—他们其实是欢迎一个新的游戏。You might even want to play for a while instead of DMing,DMing???不解),一个“崩溃”的游戏可以让一个好的游戏出现。如果你想继续维持原来的游戏,你需要仔细认真的研究你作过的事情,并和玩家一起讨论如何解决这些问题。
本帖最近评分记录
  • dbat19 威望 +5 辛苦了(摸頭) 2008-3-15 03:56
  • dbat19 奥币 +5 辛苦了(摸頭) 2008-3-15 03:56

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这里有很多老外的幽默的……例如It's a bird, it's a play, it's SUPERMAN!
, b, i: P  {6 X: N/ K* i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. y9 S7 }2 }) I- w

- Y  Z/ w( K0 E5 R) V( J% r就是《超人》电影中的经典台词,原本是“Look, up in the sky! It's bird! It's a plane! It's Superman!"”——“看,天空中那是什么?是鸟?是飞机?是超人!”
本帖最近评分记录
  • Cirdan 威望 +5 原来如此,受教了~ 2008-3-13 19:57
  • Cirdan 奥币 +5 原来如此,受教了~ 2008-3-13 19:57

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不好意思,我县在身体不太舒服,所以先挑一些比较小的部份) u4 {- @; ~( d+ {
比较长的句子我明天状况好一点再帮你改) X. n) F# f$ \# L+ d. F+ ~
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这是积累性问题,它是建立在队伍本身sheer killpower(实在是不知道怎么翻译了)
2 Y( e, S3 ?) Z这是积累性问题,完全是建立在队伍本身的杀戮能力之上* B- Z7 D/ L/ C7 t( U

& z) k9 t. E: m% d' ?8 z7 I很多的min-maxers出于本性的只关心他们自己。7 p; }- e9 k* b( _
min-maxers指的就是指那些只在乎数据数字的玩家
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kingdom-building应该是指建立王国
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  Q% F6 {7 v4 C3 B) a1 QDMing就是指在你身为DM运作游戏的时候
If the doors of perception were cleansed every thing would appear to man as it is:Infinite

http://dexil.blogspot.com/

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回复 #2 末日守卫 的帖子

电影?我痛恨电影,我痛恨电视剧

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从头到尾看…慢慢来…
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It's a bird, it's a play, it's SUPERMAN!
, [9 ?- S1 J; T  r' Q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( J: s2 P/ o# o7 j$ l2 i$ X6 n1 Z+ G
) T* j' i' E+ V3 W
如同楼上的大人所说的:( ?; l" a! k; e9 i
是鸟,是游戏,是超人!& Q" y/ Q, i( d- ~  g
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or suitable for the others without being a cakewalk for the supercharacter.! o6 f& s  _  `% b; M/ X
或者盲从他人同意强力人物的做法.(不会了)
: ]3 F1 k7 g: i4 P2 N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.
& S9 e' l2 h! z0 A( {很多的min-maxers出于本性的只关心他们自己。) S/ ~# d: b3 b
很多min-maxers的第二天性就是-只关心自己' ^2 j8 X7 ]/ R' [8 `2 p

9 e6 A/ u; R, j" NThey also may derive some of their own enjoyment of the game from finding the best ways to work the system
: g6 e6 V* ~1 ]4 ?' B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, F9 d& h* r: m/ y* y$ k4 g+ z
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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If it is some specific class ability or spell that helps them be ultravicious,
. K) {$ e! h9 X# F如果是在一些特殊的能力或者符咒情况下9 W, M& y+ n- E4 h) L4 G
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; \5 t1 u: [3 U3 ]( o) m( L
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you might just tone down the offending game mechanic.
2 f: l" A4 A0 E/ \. W你可能仅仅去安抚这些烦人的痴迷技术的人。: R+ `' N- A8 o( w) W! Q5 T
那么你就得要调整这些引发问题的游戏机制。7 Z: L5 N. ^, r
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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$ v2 T" I* ~. H# k3 o5 N: R
如果是一些魔法装备,你可以用同样的方式处理,
$ c# Q# w0 [4 F" d) i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
; Q3 z1 _2 y4 T( A1 I8 B6 d6 F% e5 X3 B* m- l7 h" ~
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the entire party has gotten just way too much loot and magic stuff6 E* g+ M  W+ \  K/ O: ^
他们大量的掠夺战利品和原材料' O! P- r4 d, ]8 A: }9 z; l* I
整个队伍都能掠夺到许多战利品及魔法材料  D3 r5 s, g) q& M

. j( E5 z* ^- b* y* Z) \/ [A game like this usually ends up in an arms race of insane skill checks, save DCs, Armor Class, and attack rolls., T/ h" a' p; e; X
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
5 Z# C) B5 q. M+ s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。/ w  M) ]- a, h1 y
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Fixing this situation is much harder than fixing one supercharacter, because it affects the whole campaign.
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) E+ I/ J( ^+ K: \& ?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。
7 @/ M( y( y2 D. u3 I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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You could just stop giving out treasure for a long time, until the PCs' loot quotient balances out with their level.
' S; q5 O. l( @# j2 I: 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。$ P( G. a7 K  |% l
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。6 j& B9 c. p3 G3 ^/ e9 B* ~
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That'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.
: ]3 `. y! J) i7 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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/ W0 }5 Z: i# K1 j" P$ L3 yEliminating treasure from the campaign takes away part of what adventuring is all about5 G4 g4 B- Y6 a
宝物的汰换在战役中只占了冒险的一小部份/ F) d. ]6 _5 v7 U9 d7 F

0 }9 O1 [" s! I# a+ T4 H$ G5 DYou could give out teeny-tiny treasure awards, but that is hardly better than nothing at all., b6 M, d1 M! G8 R; b# O! ?
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。) k4 P5 v* d& l0 S
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。( M  v! _% z) h; k
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consider recalibrating the possessions of everyone in the campaign.
0 o' y5 n9 u. N, z* U) y6 |# o9 r可以考虑调整游戏中每个人员的装备2 F8 v$ w6 _0 N1 A+ D, a
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.
. G' S# F. n5 o4 j3 }$ x8 \, i& F( V你需要和游戏成员们一起讨论重新开启大的战役
, J' W& k* Z. J% b6 E  D2 f& K! L8 a你得跟玩家们讨论要如何继续运作这个战役
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% t0 D. B$ ]* f/ rThey 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
$ o& }8 D" d# s- c7 M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,8 ]' Y4 l2 F# Z+ q- F0 X, W: v
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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! M! s4 |1 o3 p' zor 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.
4 x" }$ L) G: q4 y0 L0 A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。
0 x. o3 V2 ^; i, g  H# f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
4 u2 g) o, R7 q" y) m" J( D它会让玩家们的荷包变空(我理解是这样的)
8 I% S3 j1 O6 P这样作也会让玩家们的荷包大大的失血
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" p/ w; `2 `5 m7 d9 l3 lbut your campaign will probably be healthier and more enjoyable, even if you have to blow most of a game session to do it.
7 ], f% p/ M0 S" J2 a7 Q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。% Y, i8 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。6 k5 X% Z. j" l" i, l) t

0 L- g4 O9 P$ k+ C9 D, uHa-ha-ha-haaaaa . . . WIPEOUT!
$ e6 s* Q+ b4 d/ C0 W6 e. u! J哈-哈-哈-哈哈哈哈(八神?)失败(?)毁灭(?)0 v. w9 {) A9 [2 g
哈-哈-哈-哈哈哈哈…全灭: P( d: r0 u0 a& }2 w0 ]
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In this case, though, what I'm talking about is the dreaded TPK, the Total Party Kill.
: U2 U5 H) }  w在这种情况下,我们要谈论的是让人恐惧心烦的团灭
( z( C4 k3 q1 a$ U; m  l$ S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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9 m: y$ @, m2 n& JSometimes you nderestimate how viciously effective a particular strategy or situation is going to be
/ v5 i5 P) i# a  Y6 A: l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5 H3 F7 y% W: f  D( ?
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* [" `0 e. ^' B, G
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Trollburger就是把巨魔打成肉饼的人…
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) C) ]  f, I3 E& q% F+ B+ B# dJust as the players have put time, energy, and effort into crafting their characters
5 L  \  ~- A9 D+ I  z" J; H9 ^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
6 f, _4 Y# ?- \$ g. j: Z1 a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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9 Q( f1 q5 b9 M4 q  {4 I! ]you have done much the same with your campaign.
4 ?  E: Q: k3 |你也做了许多同样的事情。
  u; O1 C1 E  L8 M% N) {1 A& H你也为你的战役花了不少心思。) ]! I& C- Q6 l" B; y

7 V+ d6 l! U- T8 I8 \# Nand on down the list
. j) s  z6 P! i, Q以及其它前面所述的部份$ o5 U3 E  I& d6 l2 a: y, m
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The 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.& G; Y' U" ~1 S
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。* b: }4 Q( Q6 p

- A3 n* U9 e  k& ~2 U, C/ p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。
4 I4 t) C" t$ i6 U# D4 A' ]* f% t
3 M% t" _" M5 }. p+ Pgiving them a natural interest in following in their footsteps and investigating their fate.! a' C6 U' i, H6 r. \) m  m' g4 N
给与他们natural interest跟随着他们的脚步,去发现自己的宿命。
* O# K) v/ K" A& N) k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。
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  • dbat19 奥币 +10 小心身體 2008-3-15 03:45
  • Artoria 威望 +5 大人辛苦了~ 2008-3-14 23:33
If the doors of perception were cleansed every thing would appear to man as it is:Infinite

http://dexil.blogspot.com/

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引用:
原帖由 Cirdan 于 2008-3-14 20:30 发表 ; L$ j7 t! b/ n6 F
从头到尾看…慢慢来…
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  m9 I7 w6 G( [% d" \3 d8 W/ d) U# f% gThis situation isn't automatically a problem if you are comfortable running things that way,
& E2 J" s, n' d$ ~) e如果你可以轻松的用这个方式进行游戏的话,就变成了一种不自觉的表现,
' x( p+ |. s  ~, ~- ]6 V& A  [如果你轻松的用这种方式进行游戏的话,那这样的状况自然而然会形成一个问题9 ~* a2 }9 o  n& w1 `0 D
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但是这种情况会把有意控制游戏进行,计划适当的战斗以及得到回报这些事情变的复杂无比9 l/ e: k0 W6 W  H3 }
但如果你是仔细规划并思考接下来遇到的挑战及能得到的奖励,那么这样的游戏模式会为你带来许多困扰
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" P: p7 ]( S7 J# h% _* G. M這兩句我認為老爺你打錯了6 d3 V& B' D. Z/ I/ n. v
This situation isn't automatically a problem if you are comfortable running things that way, ! r& d4 ^2 R+ D) X
but it creates complications with the intended scaling of the game and figuring out appropriate challenges and rewards.) D& B, U8 K: U; i! R3 m- X
的意思是
' Q3 X8 L# ^8 q- `8 U如果你喜歡這種遊玩模式的話, 這情況不會是個問題, 可是它令規劃遊戲及找出合適的挑戰(等級)及獎勵(等級)複雜化。0 U) d" T8 t( L" @0 [- X0 J

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"You might even want to play for a while instead of DMing,(DMing???不解)"
5 R! v0 Z* R7 {$ l$ \你甚至可能想當玩家而非城主。 (好吧, 這不是直譯, 可是意思沒變, DM= 城主, 所以DMing = 主持遊戲)
本帖最近评分记录
  • Cirdan 威望 +5 有勞Orz 2008-3-15 09:33
  • Cirdan 奥币 +5 有勞Orz 2008-3-15 09:33
Est Lor Oth Foundas

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高手啊,高手,翻译的真好啊

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f90v大人不妨对照跟贴众人的校对将您的原文校订一下,也不负大家一片苦心..也便于版主大人为此帖盖棺定论,分类管理

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看完一次了,麻烦修订一下吧~修完后把原文部份删除,再润饰一次吧: )' B9 W. v5 J" h- [) g6 s
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--
) U2 Z# q( i' x友情小提醒:可以先起身活动休息一下。等个半小时后再来用中文的思考方式来润饰吧。
If the doors of perception were cleansed every thing would appear to man as it is:Infinite

http://dexil.blogspot.com/

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出差出差,计要等几天了

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