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The Ring of Wonder _ Classic World of Darkness 『终末之夜』 _ 【M:tAs 20th】第三卷-第八章:规则之书 (P384-395)
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 01:34
规则的舒适性 The Comfort of Rules
想象固然有趣,但有时你也需要规则来把东西捋清楚。理想情况下,这些规则能确保一致性、公平性,以及在解决诸如"我能不能在跳出八楼窗户的同时,抓住那个消防梯?"之类的棘手问题时提供相对可靠的方法。在一个魔法能够拆解一辆警车的世界,不论你是否知道可以拆解它,也不论矛盾是否因为你在电视5台的新闻队面前拆解了警车而把你锤进人行道,规则都能够帮助我们弄清楚你拆解它的速度。(问题3的答案:估计是的。)
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Imagination’s fun, but sometimes you need rules to keep things straight.Ideally, those rules assure consistency, fairness, and a relatively reliable way to sort out tricky questions like Can I grab that fire escape as I jump out the 8th story window?In a world where magick can disassemble a police car, rules help us figure out how quickly you disassemble it, whether or not you know enough to disassemble it to begin with, and whether or not Paradox sledgehammers you into the pavement for mystically dismantling a cop car in front of the Channel 5 news team. (Answer #3: probably, yeah.)
扔一个十面骰 Roll a D10
尽管你手里这本书真的很大,但
《法师》的叙事系统的核心却很简单:为每一点你拥有的特质,或者特质的组合扔一个十面骰子,将这些骰子上的数字与被称作
难度(Difficulty)的目标数字进行对比,然后计算所有等于或超过这个数字的骰子。这套基本系统有一些变体,但凭借以下规则足以快捷,简单,且公平地解决你的
《法师》编年史中的大部分情况——从砸烂警车到烹饪一顿大餐。
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Despite the size of the book in your hands, the core of Mage's Storyteller System is really simple: Roll one 10-sided die for every dot you have in a Trait or combination of Traits, compare the numbers on those dice to a target number called a difficulty, and then count all the dice that equal or exceed that number.This basic system has a few permutations, but most situations in your Mage chronicle – from wrecking cop cars to cooking a great meal – can be resolved quickly, easily, and fairly with the following rules.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 01:42
黄金准则 The Golden Rule
很可能你已经知道了说书人系统中最重要的规则。即便如此,我们还是得通过重申这一规则来开始这一节:
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Chances are good that you already know the most important rule in the Storyteller System. Even so, we’ll kick off the rules chapter by reiterating it:
你的规则,你做主。» Click to show Spoiler - click again to hide... «
The rules are what you want them to be.
说真的,游戏很容易会因为要为每一个动作进行掷骰,或者过于依赖规则书第384页上的一句话的措辞而卡住。是的,规则确实重要,尤其是你想要规避一场因为力场4/原质2的破则效应而起的几小时长的争论的话。即便如此,你还是想用那些能够促进而非干扰行动的骰子来让故事进行下去。游戏结束很久以后,尽管会有伴随着在关键时刻漂亮或糟糕的掷骰而产生的戏剧性场面 ("我不敢相信我居然搞砸了..."), 但朋友们会聊起的是一个难忘模组的戏剧性场面,而不是参与其中的系统。这是我们的角色做出的事迹,也是一直以来我们扮演这些角色时的乐趣。
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Seriously, it’s easy to stall a game by rolling dice for every action or leaning too heavily on the wording of a sentence on page 384.Yes, the rules are important, especially if you want to avoid having hour-long arguments about the results of a vulgar Forces 4/ Prime 2 Effect. Even so, you’ll want to keep the story moving, with dice rolls that enhance, not derail, the action.Long after the game is over, folks talk about the drama of a memorable session, not about the systems involved.And while there's a sort of drama that comes with a really great or awful roll at a critical time ("I can’t BELIEVE I botched that shot…")it’s the deeds of our characters, and the fun we had while playing them, that linger on.
总而言之,规则是为了服务于你的故事而存在的,而不是反之。在你需要的时候使用这些规则,如果你一定要的话也可以糊弄(但是记着,得公平...),让规则引导一致性还有游戏性,当你的团队有足够的信心为(自己的)行动解释的时候也可以抛弃它们。
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Consequently, the rules exist to serve your story, not the other way around.Use them when you need to, fudge them if you must (just be fair about it…), let them guide consistency and play, and abandon them if and when your group feels confident enough to let the action speak for itself.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 01:56
回合,场景,以及故事 Turns, Scenes, and Stories
当秒针走动,或者时针运转时,这就成了个了解事情发生速度的好方法。在大多数情况下,
《法师》规则下的时间流动是非常多变的...尤其是如果你用时间魔法乱搞一通的话... 我们在现实生活中对于时间的感知,经常取决于那个时候发生了什么——和你最好的朋友度过的一小时和在牙医椅上度过的一小时感受起来完全不一样!因此,在法师规则中,时间由所涉及的行动衡量。
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When seconds count, or when hours pass, it’s a good idea to know how quickly or slowly things transpire.In most cases, the flow of time in Mage is pretty fluid…especially if you’re using Time magick to screw around with it.Our perceptions of time, in real life, often depend upon what’s going on at that moment – an hour with your best friend and an hour in the dentist’s chair don’t feel the same at all! And so, in Mage, time gets measured by the activity involved.
回合(Turn):在游戏术语中,一回合是进行一次简单动作所需要的时间。一回合的确切时长很大程度上取决于与其相关的动作。一个动作回合--即战斗中的一回合,或者在其他所有种类的计时的情况下--持续大约三秒钟,而激烈的对话或其他社交互动的一回合则可能持续两或三分钟。用拳头揍那个抓着你的吓人老哥需要一回合,然后长时间盯着他直到他想找个地洞自己钻进去也需要一回合。
关于动作回合的更多细节,见
第九章(P.399)。
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Turn: In game terms, a turn is the amount of time it takes to perform a fairly simple action.The exact length of a turn depends a lot on the action in question.An action turn – that is, a turn in combat, or under other every-moment-counts circumstances – lasts about three seconds, whereas a turn of heated conversation or other social interactions could last two or three minutes.
Punching that creepy dude who grabbed at you takes a turn, and staring him down for a long moment until he feels like crawling off to go hide under a rock takes a turn.
For more details about action turns, see Chapter Nine(p. 399).
场景(Scene):如同电视节目或者比赛中的戏剧性场面一样,一个场景包含了一个单一的、自成一体的事件序列。这个序列的时长可能从几分钟到几小时不等,这取决于整个场景发生了什么。如果你回了家, 拿了包零食, 打开电视然后看见你的秘所正处在一片火海里, 拿起你的手机发现它没电了, 再随后抓起你的太刀冲出家门, 所有这些算作一个场景。
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Scene: Like a dramatic moment within a TV show or play, a scene covers a single, self-contained sequence of events.This sequence could range from a few minutes to a few hours, depending on what’s going on throughout that scene.If you come home, grab a snack, turn on the TV and see your Chantry House in flames, grab your phone, find out that it’s dead, and then snatch up your katana and dash off out the door, that’s a scene.
章节(Chapter):一系列相互关联但独立的
场景被称为章节。通常来说,章节设有一个清楚的路线,包含了开头,中段,还有结尾——通常为保险起见,还会附带一个扣人心弦的结尾。在游戏过程中,一个章节通常包含了一次游戏活动,还有一些过渡,代表了故事里的几小时,几天,甚至几周。故事从地铁上一个贪心的老哥开始,用秘所的大火引爆伏笔,最后以"你的法师角色怀抱着她姐姐的尸体并且发誓为之复仇..."而结束。..所有的这一切,就是一个章节。
下周同一时间再见!
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Chapter: A series of related but separate scenes is called a chapter. Generally, chapters feature a distinct trajectory of beginning, middle, and conclusion – often with a cliffhanger tossed in at the end for good measure.In gameplay, a chapter usually covers one gaming session, includes a bit of downtime, and can represent hours, days, or even weeks in story terms. The tale that begins with a grabby dude on the subway, explodes with the Chantry House fire, and ends with your mage cradling her dying sister’s body and swearing revenge… that’s a chapter.
Tune in next week!
故事(Story):一系列互相关联的
章节组成一个故事。在这里,这个序列包含了开头,中段,还有跌宕起伏的结尾,最终导向一个围绕故事运转的高潮章节...至少暂时是。一些故事只会持续一个模组,而另一些故事则延伸到一系列的章节,直到高潮部分解开整个故事的谜团为止。"一场从刀山火海般的困境中开始,最后以在真正的刀山火海中战斗收尾的冒险"本身也可能是会被归入下一个类别的故事。
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Story: A connected series of related chapters comprises a story.
Here, that sequence of beginning, middle, and end follows several rises and falls, leading up to a climactic chapter that revolves the story… for the moment, at least. Some stories last a single session, whereas others stretch across a series of chapters until the climax resolves the tale. An adventure that begins with the Day From Hell and winds up with a battle in Hell itself becomes a story… one that might become part of the next category.
故事弧(Story Arc):一系列聚焦于相同主题,物件,角色或是情形的,互相关联的
故事通常会被归类为故事弧。这些故事是自成一体的,但却因聚焦的相同主题而统一起来。“刀山火海”系列就是一整个故事弧,同时也是更加宏大的传奇故事的一部分。就像故事一样,这个故事弧遵循着一系列的跌宕起伏,最终抵达一个戏剧高潮般的收尾,然后引入一个新的,基于一个新主题的故事弧,这两者都是一个更为宏大的编年史的一部分。
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Story Arc: A collection of related stories focusing on a common theme, object, character, or situation often gets referred to as a story arc. These stories are self-contained and yet united by their shared focus. The Day From Hell and Battle in Hell are, in the overall arc, parts of a larger saga. Like a story, this arc follows a series of rises and falls, reaches a climactic resolution, and leads into a new arc, based upon a new theme, with both of them being parts of the larger chronicle.
编年史(Chronicle):当一系列故事或故事弧具有相同的整体人物阵容时,你就得到了一个编年史。在编年史中,只要玩家组和故事的基调保持一致,你能够取舍主角,变换故事的地点,移除故事的角色,以及决定该把谁踢出或者加入玩家组。燃烧着的秘所,死去的姐姐,以及刀山火海之战,都只是你的结社正在进行的传奇故事的一部分,而这个传奇故事,就是你的玩家队伍的冒险编年史。
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Chronicle: When a series of stories or story arcs featuresthe same overall cast of characters, you’ve got a chronicle.Within that chronicle, you can trade off lead characters, switch locations, move certain cast members and gamers in and out of the group, so long as the core of the group and its story remain consistent. The flaming Chantry House, dying sister, and battle in Hell were just onestory in the ongoing saga of your cabal… and that saga becomes the chronicle of your group’s adventures.
幕间(Downtime): "事件之间的时段",幕间反映了那些没有重要事件发生的冗长时期。"驾车跨越一整个国家;在当地图书馆搜索研究成果花费的一个月时间;恢复断腿需要的时间, 花费在写书上的漫长时光”,这些通常会被归入幕间... 除非你的团队想在这段时间内完成一个重要的事件,否则在你的编年史中,那些危机之间的数个小时,数天,或数月就会被当作幕间处理。如果你的法师角色在从伤心欲绝的状态恢复的过程中经历了一系列难以忘怀的约会,这些会面可能涉及幕间之中的“幕后部分”。
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Downtime: The “time between events,” downtime reflects those long periods where nothing important happens. Driving across the country tends to involve downtime; a month of digging through the local library for research, the recovery involved in a broken leg, the endless days spent writing a book… unless your group wants to play out an important event within that span of time, those hours, days, or months between crises become downtime in your chronicle. If your mage goes on a series of unremarkable dates while recovering from heartbreak, these meet-ups probably occur “offstage” in downtime.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 01:59
你在幕间时会做些什么?What Do You Do During Downtime?
幕间带来的额外时间为你的角色提供了很多机会:休息,从受伤中恢复过来,学习新的技能或魔法领域,把家搬到一个新的街区,训练一只小狗,或者做其他不适合戏剧性故事的事情。
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Extended periods of downtime offer great opportunities for your characters to rest, recuperate from injuries, learn new skills or Spheres, move to a new neighborhood, train a puppy, or do other things that don’t lend themselves to dramatic tales.
用游戏术语来说,幕间可以让每个角色都有机会能够:花费经验点,提升角色特质,给角色的生活做出一些小改变,还有做一些可能会影响这一编年史中接下来的模组的其他事情。总的来说,ST/说书人会问他的玩家们"所以你们想在休整期做些什么吗?" 有创意的玩家可以写出关于他们的角色活动的短篇故事(一种被传奇游戏设计师亚伦·奥尔斯顿称作蓝皮书的写作练习), 其他人也可以简单地写上,
" '蜘蛛'会练习她的火舞。"或者
"马尔科姆想开车去加拿大旅行几个星期。" 除非在这一插曲中发生了一些关键的事情,否则当幕间结束时,角色会重新团聚,而事件又会将他们重新聚集在一起。
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Game-wise, downtime gives everyone a chance to spend experience points, raise Traits, make minor changes to their lives, and do other stuff that impacts the later sessions of that chronicle.
Generally, the Storyteller asks his players, “So what’d you guys do during the downtime?” Creative players can write up short stories about their characters’ activities (a practice that legendary game designer Aaron Allston called blue-booking), and others can simply go, “Spider’s gonna practice on her fire-spinning” or “Malcolm wants to drive up to Canada for a few weeks.”Unless something critical happens during that interlude, the characters reunite when downtime ends and events bring them together again.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 15:00
掷骰子 Rolling Dice
就如早前说过的那样,
《法师》规则是围绕着10面骰子运作的。你可能已经收藏了不少。如果还没有的话,在网上和任何游戏店都可以轻松地找到它们。你可能会想要起码十个。许多游戏玩家都有好几打,在部分游戏或情形下更有特定喜好。不过一切取决于你。
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As mentioned earlier, the Mage rules revolve around the rolling of 10-sided dice. You’ve probably got a collection of them already.If not, they’re easy to find at any gaming store or website. You’ll probably want at least 10 of them. Many gamers have dozens, with special favorites for certain games or situations. It’s up to you.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 15:16
骰池与特质等级 Dice Pools and Trait Ratings
在
"创建角色"一章中,囊括了许多特质以及与这些特质息息相关的点数。你为每一个点数都掷一次十面骰子。与给定的任务相关的骰子的集合被称为骰池,而且它会根据任务所涉及的特质而变化。假如你的法师角色在敏捷属性上有4点,在潜行技能上有3点,那么在他的角色打算偷偷绕过某些守卫的时候,他用于潜行的骰池就有7点。如果他想要爬上一堵墙的话,为此会有个不同的骰池——敏捷属性的4点,加上他在运动技能上的2点,他的骰池总数就有6点。
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In the character creation chapter, we covered the many Traits and the dots associated with each of them.For every dot, you roll one 10-sided die. The collection of dice involved with a given task is called your dice pool, and it changes depending on the Traits involved. If your mage has four dots in Dexterity and three dots in Stealth, his dice pool uses seven dice when he’s trying to sneak past some guards. If he wants to climb a wall, that’s a different dice pool – let’s say those four dots in Dexterity, plus his two dots in Athletics, for a total dice pool of six.
那么什么是一个像样的骰池?一般情况下,你得在掷出时起码有四颗骰子。就如我们在第六章的
"特质等级"一节看见的那样,低点数反映了在处理手头的任务上能力低下。你在骰池中处理的点数——或者说骰子越多,代表了你获得成功的机会也就越大。
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What constitutes a decent dice pool? Generally, you’ll want at least four dice in a given roll. As we saw in the Trait Ratings section of Chapter Six, low numbers of dots reflect a low aptitude for the task at hand.The more dots – and thus, dice – you have to work with, the greater your chance of great success becomes.
对典型的人类而言,特质的上下限是0-5点。当你因为要完成某件事情而掷骰的时候,把每一个点数都想成你手里的一个骰子,然后你就明白为什么点数会如此重要——尤其是一个骰子的成功并不能起到太大的作用,比如进行英雄般的行为和施展魔法的时候。(详情见下方,成功度一节)
如之前提过的那样,特质等级如下表运作,越往下列,掷骰成功的可能性更高。
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The typical human scale for Traits runs from zero to five dots. Think of each dot as a die in your hand when you’ve got to roll for a task, and you’ll see why the number of dots can be pretty important – especially for heroic tasks or magick, where a single success doesn’t do you that much good. (See Degrees of Success, below.)As mentioned earlier, Trait ratings work out this way, with rising odds for success:
X | 极为恶劣/毫无机会 |
• | 机率很低/微乎其微 |
•• | 平均/中等机会 |
••• | 良好/中规中矩 |
•••• | 出色/不错的机会 |
••••• | 卓越/大有希望 |
••••• • | 传说般的/机会绝佳 |
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• Poor/ Miniscule Chance
•• Average/ Middling Chance
••• Good/ Decent Chance
•••• Exceptional/ Good Chance
••••• Superb/ Rather Good Chance
••••• • Legendary/ Really Good Chance
自相矛盾的是,大量的骰子让你既有机会做出英雄般的行为,也有可能创造灾难般的搞砸一切的可能性——详情见下方
"大失败"一节。
这就是英雄需要承担的风险:水可载舟,亦可覆舟。
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Paradoxically, a large number of dice gives you both the opportunity to do something heroic and the ability to screw up catastrophically – see Botching, below. That’s the risk that heroes take: the chance to shine, and the chance to fall.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 15:25
难度 Difficulties
失败的可能性涉及了难度——决定你是否能够完成一项行动的目标数字。简单地说,一个
难度数值(Difficulty Number)表现了完成这项行动有多困难。简单行动的难度数值就低,而困难的那些行动则有更高的难度数值。当你掷出骰子,你就会想要让掷出的结果等同于或超过难度数值。如果难度数值为7,那么你就会想在每个骰子上掷出7、8、9、或是10。
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That chance to fail involves difficulties – those target numbers that determine whether or not you succeed with a task. Put simply, a difficulty number shows how hard it is to accomplish that task. Easy tasks have low difficulty numbers, and hard ones have higher numbers.When you roll the dice, you want to equal or exceed the difficulty number. If that number’s 7, you want to score a 7, 8, 9, or 10 on each die.
掷出的结果中每一个大于或等于难度数值的数字被称为成功。你掷出的成功越多,在这项行动上你做的也就越好。如果你没有掷出任何大于或等于难度数值的数字,那么你就在这项行动上失败了。(在
"成功"与
"失败"等小节中我们会更多地讨论这个主题。)
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Each number that equals or exceeds the difficulty is called a success; the more successes you roll, the better you do. If you don’t roll any dice that exceed the difficulty number, then you fail. (We’ll go more into that subject under Success and Failure,below.)
对于大多数行动来说,默认的难度数值为6。如果没有给定行动的特定难度数值,则假定这一行动的难度为6。但ST/说书人对于特定情况下的难度有着最终解释权。
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For most tasks, the default difficulty number is 6. If there’s not a specific difficulty number mentioned for a given task, then assume that difficulty is 6. The Storyteller always has the final word on the difficulty for a given situation.
那些非常简单的——难度数值在3或4的行动——并不总是一定需要一次掷骰,除非失败的后果非常严重(比如你用你老板的电脑被逮着了)或者行动中的角色在哪怕最简单的行动中也很难成功(也就是角色拥有的骰池小于4)。在其他大多数情况下,只需将行动视为自动成功(同样,请参见下文)。
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Really simple tasks – those rated at difficulty 3 or 4 – don’t usually require a roll unless the consequences of failure are particularly severe (like getting caught using your boss’s computer) or the character in question has very little chance of succeeding at even the simplest task (that is, he has a dice pool lower than four). In most cases otherwise, simply consider the task an automatic success (again, see below).
一次结果为10的掷骰经常代表着一次成功,除非你根本不可能完成这个行动。就算掷出个10你也不能把月亮干下来!
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A roll of 10 is always a success unless there was no way you could have performed that task to begin with.Not even a 10 will help you shoot the moon out of the sky!
关于行动及其相关的难度,见
下方表格。
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For examples of potential tasks and their associated difficulties, see the chart nearby.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 15:41
难度与成功 Difficulties and Successes |
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典型的难度从3到9不等。关于几乎不可能的挑战, 见可选规则:难度阈值。 |
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难度 | 事例 |
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3 | 琐事 (跳过一条小溪) |
4 | 轻松(做一顿饭) |
5 | 简单(给你的车加油) |
6 | 标准(朝某人的脸上揍一拳) |
7 | 挑战(理解一本克劳利的著作) |
8 | 困难(用你的吉他演奏完勿促乐团(Rush)的“2112”全曲)* |
9 | 极端困难(与不情愿的合作伙伴达成数百万美元的商业协议) |
*原曲涉及复杂且多变的吉他演奏技巧,全曲时长20分钟33秒 |
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Difficulties and Successes
Typical difficulties range from 3 to 9. For nigh-impossible challenges, see Thresholds.
Difficulty Examples
3 Trivial (hopping a creek)
4 Easy (cooking a meal)
5 Straightforward (changing the oil in your car)
6 Standard (punching someone in the face)
7 Challenging (comprehending a book by Crowley)
8 Difficult (playing all of “2112” on your guitar)
9 Extreme (sealing a multimillion-dollar business deal with reluctant partners)
成功程度 DEGREES OF SUCCESS |
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你掷出越多的成功,你的角色也就表现得越好。详情见小节-持续动作以及小节-成功。 |
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1个成功 | 有限的成功 (在TV Tropes上找到一条有用的条目) |
2个成功 | 适当的成功 (得到某人的电话号码) |
3个成功 | 全面的成功(用一道新鲜出炉的早饭取悦你的玩伴) |
4个成功 | 出色的成功 (向想购买一本书的人卖出了五本书) |
5个成功或更多 | 现象级成功 (给一个20年前你帮助创建的系列撰写50万字的周年版规则) |
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DEGREES OF SUCCESS
The more successes you roll, the better your character performs. For details, see Extended Actions and Success.
One success Marginal (finding a helpful TV Tropes entry)
Two Successes Moderate (getting someone’s cell-phone number)
Three Successes Complete (delighting your new playmate with a freshcooked breakfast)
Four Successes Exceptional (selling five books to someone who’d come looking for one)
Five or More
Successes Phenomenal (writing the 500,000 word anniversary edition of a
series you helped create 20 years ago)
伤害罚值(见P406-409,第九章的小节—"健康与伤害")给出了一个骰池减少的案例。
许多优势,缺陷,以及调整都可以让难度数值有所起伏,使得某些行动在特定环境下更容易,而另一些则更困难。
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Wound penalties (see Health and Injury in Chapter Eight, pp. 406-409) provide one instance of reduced dice pools. Many Merits, Flaws, and modifiers can move difficulty numbers up and down, making certain tasks easier and other tasks harder under given sets of circumstances.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 15:48
难度调整与骰池 Modified Difficulties and Dice Pools
在特殊环境下——比如说狂风或者倾盆大雨——一项行动可能比平时更加困难。在这种情况下,ST/说书人可以将难度提升到比通常水平高1到3点。(难度+1-+3)。在相反的情况下——比如说,非常有利的环境——难度可能下降1到2点。(难度-1或-2)
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Under certain circumstances – say, in high winds or driving rain – a task might be more challenging than usual. In such cases, the Storyteller might raise the difficulty one to three steps above its usual level (+1 to +3 difficulty).In the opposite case – say, really favorable circumstances – the difficulty might fall a step or two (-1 or -2 difficulty).
另外,一名角色可能发现,因为内在因素——伤害、恐惧、迷失方向等等,一项行动变得比平时更困难。在这种情况下,ST/说书人可能会让她从通常使用的骰池里移出一些骰子。另一方面,有利的内在因素可能会提升她平时的机会,增加她的骰池。
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On a related note, a character might find a given task harder than usual because of internal circumstances – injuries, fears, disorientation, etc.In that case, the Storyteller might tell her to take some dice out of the pool she would normally use.On the other hand, favorable internal circumstances might boost her usual chances, adding to her dice pool.
QUOTE
例:马尔科姆(Malcolm)试着达成一项商业交易。让我们假设他的潜在客户并不信任一名非洲裔商人。通常来说,马尔科姆(Malcolm)在这项行动上的难度会是6——这种事情他常干。但由于他的潜在客户的抵抗情绪,这一情况下的难度会是8。» Click to show Spoiler - click again to hide... «
Examples:
Malcolm’s trying to make a business deal. Let’s say that his would-be client
doesn’t trust an African businessman. Normally, Malcolm’s difficulty would be 6 – he does this stuff all the time. Thanks to his potential client’s resistance, however, that difficulty is 8 in this situation.
现在我们假设马尔科姆(Malcolm)患有偏头痛。通常他在这类交易中获得的骰池是7。但现在头疼破坏了他的行事步调;他现在的骰池是5,而非平时的7颗骰子。» Click to show Spoiler - click again to hide... «
Now let’s say that Malcolm has a migraine. Normally, he’s got a dice pool of seven for this sort of deal.Now, though, the headache’s throwing off his game; instead of those seven dice, he’s presently working with five.
Posted by: 劳伦斯·塔利斯曼 2022-11-19, 15:59
可选规则:难度阈值 Optional Rule: Thresholds
某些行动非常具有挑战性,以至于即使有很大的困难,它们也需要比平时更多的成功。因此,我们有一个可选的难度阈值规则:当你的角色面临一个几乎不可能的挑战时,ST/说书人可以设立一个玩家必须掷出以应对挑战的成功次数。这一成功次数也就是难度阈值:你想成功就必须掷出的最小成功次数。这样一来,你不是基于难度10进行掷骰,而是在难度9的基础上带有一个额外成功的难度阈值…也就是说你现在需要掷出两个成功而非一个,从而在这项行动上获得完全的成功。
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Certain tasks are so challenging that, even when given steep odds, they demand a lot more success than usual. Thus, we have the optional rule of thresholds: when your character faces an almost impossible challenge, the Storyteller sets a certain number of successes that you must roll in order to meet that challenge. That number of successes becomes a threshold: the minimum number of successes you have to roll before you succeed. This way, instead of rolling against difficulty 10, you roll against difficulty 9, with a threshold of perhaps one additional success… which means you must now roll two successes, rather than just one, in order to succeed at all.
难度阈值的每个等级都会抵消掷出的一个成功。一个1级难度阈值抵消一个成功,一个2级难度阈值抵消两个成功,以此类推。如果一次成功在平时意味着你在这项行动上获得成功,那么这一可选规则意味着你想要完成行动就必须掷出多次成功。
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For every level of a threshold, that threshold removes one success rolled. A threshold of one removes one success, a threshold of two removes two successes, and so on. Where one success normally means you succeeded at your task, the threshold rule means that you have to roll several successes before your task succeeds.
难度阈值规则还可以反映出一项涉及大量工作的更轻松的行动。你可能面临一个难度为6,但难度阈值为4的行动……在这种情况下,你至少需要掷出五次成功才能成功完成这项行动。
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The threshold rule can also reflect an easier task that involves a lot of work. You might face a task with a difficulty of 6, but with a threshold of four… and in that case, you’d need to roll at least five successes in order to complete that task successfully.
难度阈值 | 需要掷出的最小成功次数 |
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1 | 若要完全成功需要掷出两次成功。 |
2 | 若要完全成功需要掷出三次成功。 |
3 | 若要完全成功需要掷出四次成功。 |
4 | 若要完全成功需要掷出五次成功。 |
5 | 若要完全成功需要掷出六次成功。 |
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Threshold Minimum Successes Rolled
One Two successes rolled in order to succeed at all
Two Three successes rolled in order to succeed at all
Three Four successes rolled in order to succeed at all
Four Five successes rolled in order to succeed at all
Five Six successes rolled in order to succeed at all
正如在名为大失败的一节中所解释的那样,你掷出的每个1都会抵消你掷出的一个成功;如果你在掷骰时掷出一个成功和一个1,那么机制就会如前述运作,而你一无所获。在选用难度阈值规则的情况下,难度阈值移除的成功会先于大失败抵消之前结算。如果你所有的成功都被难度阈值抵消,那么你就失败了。勇气可嘉,但这样的行动对你的角色来说还是太难了。并且如果你没有掷出任何成功,那你可就麻烦大了…(见下文中的
"大失败"一节)
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As explained under the section called Botching, every 1 you roll on your dice takes away one success that you did roll; if you roll one success and one 1 on the dice, then that 1 removes your one success and you get nothing. In the case of the threshold rule, successes taken away by the threshold get removed before the successes removed by a 1. If all of your successes get negated by the threshold, you fail. Nice try, but the task was just too difficult for your character to accomplish. And if you didn’t roll any successes at all, then you’re in real trouble… (Again, see Botching, below.)
QUOTE
例:詹妮弗·罗林斯(Jennifer Rollins)想要闯入一座电视网老总的豪宅。他整了个精心设计的红外线安保摄像系统,所以詹妮弗的玩家得表现得非常好才能穿过它。考虑到所涉及的这项挑战,ST/说书人给出了在难度7时取得额外三个成功的难度阈值。我靠。
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Example: Jennifer Rollins wants to break into the mansion of a TV network honcho. He’s got an elaborate infrared security camera system, so Jennifer’s player has to be really good in order to get past it. Given the challenges involved, the Storyteller gives that roll a threshold of three successes at difficulty 7. Holy crap.
这法师打算偷偷溜过安保摄像头了。由于詹妮弗的(敏捷+潜行)骰池,玩家掷出八枚骰子。如果她扔出四个成功,那么詹妮弗就能穿过这些摄像头;而如果她只掷出了三个成功,那么,她就会失败。
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The mage tries to sneak past the security cameras. Jennifer’s player rolls eight dice for Jennifer’s Dexterity + Stealth attempt. If she rolls four successes, Jennifer manages to get past the cameras; if she rolls only three successes, though, she’ll fail.
现在让我们假设詹妮弗的玩家没有掷出任何成功并且掷出一个1;她的这次掷骰大失败了。那么詹妮弗就是在错误的时间踏入了错误的地点,安保摄像头会在她行动时抓拍到她,保安会注意到这名潜在的入侵者,然后追逐戏上演。
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Now let’s say that Jennifer’s player rolls NO successes and a 1; she botched that roll. Jennifer steps in the wrong place at the wrong time, the security camera catches her in the act, guards notice the would-be intruder, and the chase is on…
Posted by: 劳伦斯·塔利斯曼 2022-12-12, 06:27
动作:多种多样 Actions: Various Types
说白了,动作就是你选择让你的角色去做的所有事情。她安抚了一条狂吠的狗?一个动作。给她的老板打电话?一个动作。掏出小刀在她自己的皮肤上刻下符文以召唤一群乌鸦?一个动作。多数动作需要一到两个回合,尽管有一些动作尤其复杂——比如说修车或者一场漫长的仪式——能够持续相当长的一段时间。
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Simply put, an action is whatever you choose to have your character do She soothes a barking dog? An action. Calls her boss? An action. Takes out a knife and cuts runes into her skin to summon a murder of crows? An action. Most actions take a turn or two, though some especially complex ones – like, say, car repair or a long ritual – can last quite a while.
通常,你在执行一项动作时不必骰点。比如说,给你的老板打电话这项动作就不需要掷骰,除非是在危急关头。而那就是骰子出场的时候了。如果一次成功或失败会让故事产生重大影响,那么你的说书人(ST)可能会告诉你:“进行一次【啥啥】+【啥啥】的掷骰,难度【啥啥】。“ 而你掷骰的成败决定了从此以后故事的走向。
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Generally, you won’t have to roll when performing an action.
Calling your boss, for instance, doesn’t demand a roll unless something critical is at stake.
That’s when the dice come out. If there’s a chance that success or failure will make a dramatic difference in the story, then your Storyteller will probably tell you to “Make a [whatever] + [whatever] roll, difficulty [whatever].” The success or failure of your roll determines where the story goes from there.
通常情况下,将骰子保留到失败会产生严重效果的时候再用会是个好办法。否则,掷骰会放慢动作的速度。如果情形中的动作只是简单地推进故事,那么就可以略过掷骰。也就是说,只有在你下一个动作的未来将要取决于你在这次掷骰的成功上时,才会需要骰子。
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In general, it’s a good idea to save the rolls for situations in which failure could have drastic effects. Otherwise, dice rolls slow the action down. If the action in question simply moves the plot forward, then bypass the rolls. That way, the dice come out only when the future of your next action depends on your
success with this one.
关于不同动作以及与其相关的掷骰,见第九章—戏剧性特质(P.403-405)
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For examples of various actions and their associated rolls, see Dramatic Feats in Chapter Nine, pp. 403-405.
QUOTE
例:詹妮弗·罗林斯(Jennifer Rollins)要闯入网络老总的房子就得先通过一只斗牛犬。
那狗被锁在前院,在詹妮弗靠近的时候开始嚎叫。
“我要对那狗狗轻柔地低语,”詹妮弗的玩家说道,“并且使用我对动物的亲和力让我可以通过。”
说书人(ST)点头,“掷【魅力+动物亲属】,难度8。”
“难度8?“玩家皱起了眉头。“这也太高了。”
说书人(ST)耸耸肩。“这是只看门狗。而你是个陌生人,掷骰子吧。”
介于詹妮弗的4点魅力还有她3点的动物亲和,玩家在她的骰池里共有七枚骰子。她掷出了骰子。结果是2,4,8,9,3,6,还有6。
由于难度为8,她的掷骰算作两个成功——一个8与一个9。詹妮弗让狗冷静下来随后继续前进。
如果她没有掷出那个8与9,那么事情将会大为不同。» Click to show Spoiler - click again to hide... «
Example: Jennifer Rollins needs to get past a pit bull in order to break into that network honcho’s house. Chained up in the front yard, that dog begins to growl as Jennifer approaches.
“I’m gonna whisper softly to the pup,” says Jennifer’s player, “and use my affinity with animals to let me pass.”
The Storyteller nods. “Roll Charisma + Animal Kinship, difficulty 8.”
“Difficulty EIGHT?” The player cocks an eyebrow. “That’s pretty high.”
The Storyteller shrugs. “It’s a guard dog. You’re a stranger. Roll.”
Between Jennifer’s Charisma 4 and her Animal Kinship 3,
the player has seven dice in her dice pool. She rolls. The dice come up 2, 4, 8, 9, 3, 6, and 6.
Given a difficulty of 8, her roll scores two successes – the 8 and the 9. Jennifer calms the dog and proceeds onward.
If she hadn’t rolled that 8 and 9, things would have gone very differently.
简单动作 Simple Action
用游戏术语来说,一个简单动作即是一次只需要一个成功的简单行动。
用枪开火或是对某个长相恶心的家伙射击—这些都算作简单动作。
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In game terms, a simple action is a straightforward task that requires a single success. Firing a gun or shooting someone a nasty look – those are simple actions.
A simple action typically takes one turn, although the turn in question could reflect a fair length of time.
你可能只需一个成功就能修复损坏的燃油泵,但就角色而言,维修工作本身需要一两个小时。
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You might need a single success in order to fix a broken fuel pump, but the repair job itself takes an hour or two as far as the characters are concerned.
一项在完成之前涉及到数次掷骰,并且在这段时间内同样存在多次失败的可能性的动作,被称为持续动作(Extended Action)——详情见下文中的解释。
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An activity that involves a number of die rolls before it’s completed, with chances for failure coming up several times within that span of time, would be an extended action – the details of which are explained below.
反射动作 Reflexive Action
一项不需要消耗真实时间或有意识地为之努力的动作被称为反射动作。消耗意志力点数就是反射动作。留意到你面前正发生的某事(也就是不需要去四处寻找)属于反射动作,而一声简短的呼喊和简单的对话也是如此。如果马尔科姆(Malcolm)想要提醒詹妮弗(Jennifer):”快回头。“ 那就是项反射动作—它并不耗费多少时间。而如果他想要和她进行一场漫长的对话,那么,这就需要一个完整的动作而非反射动作了。
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An action that takes no real time or deliberate effort to perform is called a reflexive action. Spending Willpower is reflexive. Noticing something that’s going on right in front of you (as opposed to searching around to find it) is reflexive, and so is a brief shout or exchange of words. If Malcolm wants to tell Jennifer, “Look behind you,” that’s reflexive – it takes no time. If he wants to hold a lengthy conversation with her, though, that would involve a full action, not a reflexive one.
本质上,反射动作不需要可衡量的游戏时间——它或多或少是自动的,或者几乎不需要有意识的努力。用游戏术语来说,除非反射本身涉及玩家掷骰(比如你需要通过耐力属性来吸收伤害,如第九章的第412-413页所述),否则你完全可能用不着掷骰。
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Essentially, a reflexive action takes no measurable gametime – it’s more or less automatic, or requires little conscious effort. In game terms, you probably don’t have to roll dice at all unless the reflex itself (like soaking damage with your Stamina, as described in Chapter Nine, pp. 412-413) involves rolling dice on the player’s part.
Posted by: 劳伦斯·塔利斯曼 2022-12-12, 06:33
复杂动作 Action Complications
在大多数情况下,游戏系统就是这么运作的:当你需要决定一次行动的成败时,基于某个难度掷出你的骰池,记录成功数,然后看看你做得有多好。
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For the most part, that’s how the system works: when you need to determine the success or failure of a given task, roll your dice pool against the difficulty, count the successes, and see how well you did.
不过,在某些情况下,你可能希望反映更复杂的行动——一场漫长的仪式、对立团体之间的一场竞争、一种涉及一系列不同种类相关动作的"动作"。对于这些情况,规则提供了以下复杂动作:
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In certain circumstances, though, you may want to reflect more complicated actions – a long ritual, a contest between opposing parties, an “action” that involves a series of several different related actions. And for those situations, the rules offer the following action complications:
多重动作 Multiple Actions
当你的法师角色打算一口气做完数件事情时,你需要将你的骰池分配给这些动作。在旧版本的黑暗世界系列规则中,这被叫做拆分骰池。而20周年纪念版规则简化了前述的这一系统。
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When your mage tries to do several things at once, you need to divide your dice pool between those actions. Under the older World of Darkness rules, this was called splitting your dice pool. The 20th Anniversary Edition rules, however, simplify the previous system.
用故事术语来说,你的角色将他的注意力分配在数件同时进行的行动中,所以他会比平时正常行动时倾注更少的注意力。用游戏术语来说,玩家将骰子分配给这些行动,使用比平时更少的骰子来达成想要的结果。
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In story terms, your character divides his concentration between several simultaneous tasks, and so he performs each of them with less focus than he would normally employ. In game terms, the player divides the dice between those tasks, using fewer dice than usual in order to get the desired results.
要在一个回合内执行多项动作,要先找出通常用于这些动作的骰池,然后使用其中数值最低的一个骰池。如果在一项任务中你有一个骰池数值为6,另一个骰池数值为4,那么你将使用数值为4的那个骰池。
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To perform several actions within a single turn, first figure out the dice pools you would normally use for those actions, and then use the lowest dice pool among them. If one task gives you a pool of six dice and the other gives you a pool of four dice, you would then have four dice to work with.
你可以在这些行动之间任意分配你的四枚骰子——三枚用于第一项动作,一枚用给第二项,或者给每个动作各分配两个骰子,以此类推。特定的魔法(时间3)或是特质可以让你在同一时间完成数个行动却不受通常的惩罚。
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You can divide those four dice between the tasks in whichever way you wish – three dice to the first action, one to the second, two dice to each action, and so forth.
Certain magicks (Time 3) or Traits allow you to do several things at once without subtracting the usual penalties.
但在一般情况下,一名角色如果想在同一回合内完成数个动作就要按照如上所述的内容分配她的骰池。
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Under normal circumstances, though, a character attempting several actions within the same turn requires the player to divide up her dice pools as described above. .
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例:蜘蛛·蔡斯(Spider Chase)试图在进行火舞的同时观察在表演边上的几个人。火舞涉及到她的【敏捷+运动】骰池,而观察行为需要用到她的【感知+警觉】骰池。
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Example: Spider Chase tries to spin fire while observing several people on the fringes of her performance. Spinning the fire involves her Dexterity + Athletics dice pool, and observing uses her Perception + Alertness dice pool.
蜘蛛的3点敏捷和4点运动让她有了个包含七枚骰子的骰池。而她的3点感知与2点警觉给了她五枚骰子。而蜘蛛的玩家要在这两项行动之间分配这五枚骰子。
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Spider’s Dexterity 3 and Athletics 4 give her a dice pool of seven dice. Spider’s Perception 3 and Alertness 2 give her five dice. Spider’s player has five dice to divide up between the two tasks
持续动作 Extended Actions
当你的角色开始一个漫长而复杂的过程时,你就在进行一项持续动作:一系列的掷骰,反映出一次耗时的活动。追查(信息),维修,回想,表演,仪式——诸如这些,以及其他类似的行动,都涉及持续动作。
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When your character embarks upon a long and complex process, you employ an extended action: a series of dice rolls that reflects a time-consuming activity. Research, repair, memorization, performance, rituals – these tasks, and others like them, involve extended actions.
在行动开始时,说书人(ST)会指定在行动完成前需要达到的一定数量的成功。比如说,如果你想修复引擎需要15个成功,那么你在获得15个成功以前都需要持续掷骰。每一次掷骰都代表一段时间——十分钟,一小时,六小时,或者任何看起来适合的时间段。快速的行动通常需要更少的时间间隔—比如十分钟——而复杂的行动需要更长的时间间隔——比如一小时或者更多。
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At the beginning of the task, the Storyteller picks a certain number of successes that you need to reach before the task is completed. If you need 15 successes to repair an engine, for instance, then you roll until you get 15 successes. Each roll of the dice represents a passage of time – 10 minutes, an hour, six hours, whatever seems appropriate. Quick tasks would use shorter intervals – say, 10 minutes or so – whereas complicated ones would use longer intervals, like an hour or more.
那么你需要多少次掷骰?答案取决于环境。通常来说一次时间有限的行动(例如一场音乐会,一场仪式,一次一小时长的课程等)需要三到五次掷骰。而在放松的环境下,你可以选择自己喜欢的时间长度,每一次掷骰可以代表一小时,六小时,一天或者其他你认为合适的时间段。因为冒险通常涉及与时间的赛跑,而你总会有一定数量的成功或失败。举例来说,在三次代表10分钟的掷骰的(时间段)内,你的命运是注定的。
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How many rolls do you get? That depends on the circumstances. Generally, a task with a limited amount of time (like a concert, a ritual, a one-hour class, etc.) has between three and five rolls. Under relaxed circumstances, you could take however long you need, with each roll reflecting one hour, six hours, a day, or some other fitting interval. Because adventures typically involve a race against time, however, you’ll usually have a set number of rolls with which to succeed or fail. Within three 10-minute rolls, for example, your fate is sealed.
法师在游戏中使用持续掷骰的时机也包括了施展“仪式”,如第十章中的同名部分(见P.538-542)。这一节记载了涉及仪式的特殊规则。不过,现在只要记住持续的行动需要持续掷骰就好。
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Extended rolls come into play when mages performs Rituals, as described in the section of that name in Chapter Ten (pp. 538-542). That section details the specific rules involved in rituals. For now, though, just remember that those extended tasks use extended rolls.
在持续掷骰中失败或大失败 Failing or Botching an Extended Roll
你在一项活动中花费的时间越长,你就越有可能搞砸它。因此,任何持续动作都包括了失败和招致灾难的可能性。一次失败的掷骰只意味着你在那段时间内没有进展。然而,一次大失败,意味着所有努力全部付诸东流——还可能是以尤为壮观的形式。你也许能收拾残局,从头开始,并且失去所有你在之前掷出的成功。不过在大多数情况下,一次在持续掷骰中的大失败会表现为一次灾难性的失败,并且之后也没有再次尝试的可能。
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The longer you spend on an activity, the more chance you have of screwing it up. And so, any extended action includes the possibilities of failure and disaster. A failed roll simply means that you make no progress that time around. A botch, however, means that the entire effort fails – probably in spectacular fashion. You might be able to pick up the pieces and start over from scratch, losing all of your previously rolled successes. In most cases, though, a botch rolled during an extended action reflects a catastrophic failure, after which no further attempts are possible.
因此,在一次赌注相当高的持续掷骰中使用意志点(详细见下文)通常是个好办法。以这种方式,你就能反映出角色的强烈专注,并且让自己更有可能成功。
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It’s often a good idea, then, to spend Willpower (see below) during an extended roll in which the stakes are fairly high. That way, you reflect the character’s intense concentration and give yourself a higher chance of success.
QUOTE
例:绘马(Painted Horse)已经准备好表演一场圈舞(hoop dance)——一项涉及几乎一打饰以明亮色彩的套圈的复杂叙事性仪式舞蹈。为确保表演无误,扮演绘马的玩家需要进行三次掷骰,至少获得四次成功,并且避免任何失败。鼓手开始演奏。歌手开始吟唱。
“OK。”说书人(ST)说道—“三次掷骰,【敏捷+艺术】,难度7,四次以上成功。来吧!”
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Example: Painted Horse gets ready to perform a hoop dance – a complex storytelling ritual dance involving almost a dozen brightly painted hoops. To perform it correctly, Painted Horse’s player needs to roll three times, get at least four successes, and avoid blowing any of those rolls. The drummers start playing. Singers begin chanting. “Okay,” says the Storyteller – “three rolls, Dexterity + Art, difficulty 7, four successes or more. GO!”
杰基(Jackie)—也就是正在扮演绘马的玩家——进行了第一次掷骰。两个成功。在故事中,绘马旋转着,将他的套圈盘旋化作复杂的花纹图案。观众注视着,并为之着迷。
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Jackie – who’s playing Painted Horse – tosses the first roll. Two successes. In the story, Painted Horse whirls around, spinning his hoops in intricate patterns. The audience watches, enthralled.
第二次掷骰,没有出现成功。绘马失误了,稍微有些脱离节奏。这算不上严重的失误,但却让他分散了注意力。如果杰基至少再取得两个成功,那么绘马将在欢呼和欣赏中结束圈舞。如果杰基在最后一次掷骰上搞砸了,那么他会继续脱离节奏并且最后以一阵礼貌但失望的掌声收尾。以及,如果杰基在最后一次掷骰上大失败了,那么绘马的套圈会缠在一起,他会滑倒,随后整场舞蹈都会在一连串的套圈与压倒性的羞耻感中结束。
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Second roll. No successes. Painted Horse missteps, going slightly off-beat. It’s not a bad mistake, but it throws off his concentration.
If Jackie scores at least two more successes, then Painted Horse ends the hoop dance amidst cheers and appreciation. If Jackie blows the last roll, he remains off-beat and concludes with a polite but disappointed smattering of applause. And if Jackie botches that final roll, then Painted Horse’s hoops tangle, he slips, and the entire dance ends in a cascade of bright hoops and crushing humiliation.
杰基皱起眉头,并且准备最后一掷…
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Jackie scowls and prepares the final throw…
Posted by: 劳伦斯·塔利斯曼 2022-12-12, 06:39
可选规则:互补掷骰 Optional Rule: Complementary Rolls
对一件事有所了解通常可以帮助你完成其他事情。 为了反映这一点,这一互补掷骰的可选规则——在《法师说书人手册》中称为同步技能(synchronous Abilities)-这让玩家能够使用在一项行动中的成功来帮助他在另一项行动中获得成功。
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Knowing one thing can often help you accomplish something else. To reflect this, the complementary roll option – referred to in the Mage Storyteller’s Handbook as synchronous Abilities – allows a player to use success in one task to aid success in another.
在这一可选规则中,玩家可以通过进行一次关于某项任务的掷骰来辅助在一项相关任务中的表现。举例来说,一次成功的【感知+礼仪】掷骰可以让一名来访的法师留下良好的印象。每一个在这掷骰上的额外成功都可以让其他掷骰的难度减少1(两个成功的话难度-1,三个的话难度-2,以此类推),最多可以减少3点。
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Under this optional rule, the player can make a roll with one task to assist the performance of a related task. A successful Perception + Etiquette roll, for example, could help a visiting mage make a good impression. Each success on that roll reduces the difficulty of the other roll by -1 for each success over the first (-1 difficulty for two successes, -2 for three, and so forth), up to a maximum of -3.
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例:李·安(Lee Ann)在与来自雅典的“纸与笔”结社会面时并不了解希腊的社交习俗。在冒险中她将自己的警觉与礼仪技能提升了少许等级,不过她试图用其中一项辅助另一项技能。她试图通过观察身边的其他人去选择合适的措辞与肢体语言。而在桌面上,琳恩(Lynn)基于李·安的【感知+警觉】进行掷骰,并且收获了三个成功。
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Example: Lee Ann doesn’t understand Greek social customs when she meets the Pen & Paper cabal in Athens. Having picked up a few dots in Alertness and Etiquette during her adventures, however, she tries to use one to help the other. Observing other people around her, she tries to pick up appropriate phrases and body language. At the table, Lynn rolls Lee Ann’s Perception + Alertness, and scores three successes.
稍后,当李·安遇见结社的领导者,安东尼奥斯(Antonios)时,她把学到的东西融入进问候中。因为她一直在努力收集线索,琳恩的说书人(ST)将李·安礼仪掷骰的难度从6降低到4。作为结果,琳恩掷出了四次成功——一次非凡的胜利。哪怕她不懂语言,李·安也以完美的希腊风格向安东尼奥斯进行了问候,有足够的社交线索给人留下绝佳的印象。安东尼奥斯给了她一个大大的拥抱,邀请来访者来同他的朋友见面。
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Slightly later, as Lee Ann meets Antonios, the leader of the cabal, she incorporates the things she’s learned into her greeting. Because she’d been making an effort to pick up cues, Lynn’s Storyteller lowers the difficulty on Lee Ann’s Etiquette roll from 6 to 4. As a result, Lynn rolls four successes – an exceptional victory. Even though she doesn’t know the language, Lee Ann greets Antonios in perfect Greek style, with enough social cues to make a wonderful impression. Giving her a massive hug, Antonios ushers the visitor in to meet his friends.
Posted by: 劳伦斯·塔利斯曼 2023-01-12, 15:29
对抗动作 Resisted Actions
有一些动作需要在他人意图对抗时施展。争论,诱惑,捉迷藏式的竞赛——这些行为,以及其他那些涉及角色发现自己处于互相冲突的情形中,不论哪一方都试图胜过对方。用游戏术语表达的话,我们刚刚谈及的就是对抗动作:一项力图克服另一名角色反抗的尝试。
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Certain actions take place over the potential objections of other people. Arguments, seduction attempts, hide-and-seek contests – these activities, and others, involve characters who find themselves at cross-purposes, each of them trying to get the better of the other. In game terms, we’re talking about a resisted action: an attempt to overcome another character’s resistance.
在一项对抗动作中,双方玩家掷骰,并且拥有更多成功的一方获得胜利。骰池取决于涉及比较的动作。如果一名保安(回到前文中关于”詹妮弗闯入住宅”的例子)在雇主的院子里搜寻入侵者的话,那么说书人(ST)与詹妮弗的玩家将要共同参与一次对抗掷骰——于詹妮弗而言是【敏捷+潜行】,而保安则是【感知+警觉】。拥有最多成功的一方赢得这次胜利。
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In a resisted action, both players roll dice and the one with the most successes wins. The dice pools depend upon the actions involved. If a security guard (to return to the earlier example) were scanning his employer’s yard for intruders, the Storyteller and Jennifer’s player would share a resisted roll – Dexterity + Stealth for Jennifer, Perception + Alertness for the guard. The player with the most successes wins the contest.
大多情况下,双方玩家都基于相同难度进行骰点…难度通常是标准数值,也就是6。然而,假如一名角色有着明显的优势或是劣势,这一难度可能提高也可能降低。詹妮弗是在晚上溜进去的?那么她在藏匿时的难度更低,并且保安发现她的难度也更高。可如果他有一副红外夜视镜?那就是另一种展开了。
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More often than not, both players roll against the same difficulty number… typically the standard target number, 6. If one character has a particular advantage or disadvantage, however, that difficulty might go up or down. Jennifer’s sneaking in at night? She’s got a lower difficulty to hide, whereas the guard has a higher difficulty to spot her. He’s got infrared goggles? Then it’s the other way around.
在一项对抗动作中,敌对玩家的成功会从第一名角色的骰点中减去。假如詹妮弗的玩家掷出了三个成功,然后说书人为保安扔出了两个成功,那么这两个成功将会从詹妮弗掷出的三个成功中扣除。詹妮弗仍然拥有一个成功骰,不过这场面可真是千钧一发。而如果保安获得了三个成功,詹妮弗将会失去她的所有成功并且被保安发现。
(译注:此段的意思或为“在对抗动作中,玩家双方的成功需要互相抵消,抵消后剩余的成功另作计算。)
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In a resisted action, the opposing player’s successes subtract from the first player’s roll. If Jennifer’s player scores three successes and the Storyteller scores two successes for the guard, then those two successes get deducted from the original three. Jennifer still gets a single success, but it’s a really close contest. If the guard had gotten three successes, Jennifer would have lost all of her successes and been spotted by the guard.
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例:
马尔科姆进行了一项支持公司合并的演示。他的潜在客户对此仍表示怀疑。“所以,史蒂夫(Steve),” 说书人(ST)对马尔科姆的玩家说道,“你要为马尔科姆提出建议。【魅力+金融】,对抗动作,难度8。”他们俩掷出骰子。史蒂夫收获了两个成功。马尔科姆的建议固然可靠,但无法令人为之振奋。说书人(ST)则收获了一个成功。这一成功需要从史蒂夫的两个成功中减去,余下史蒂夫(当然,也是马尔科姆)的一个成功。» Click to show Spoiler - click again to hide... «
Example: Malcolm makes a presentation in favor of a corporate merger. His would-be client remains skeptical. “So, Steve,” says the Storyteller to Malcolm’s player, “make your pitch for Malcolm. Charisma + Finance, resisted action, difficulty 8.” They both roll. Steve scores two successes. Malcolm’s pitch is solid but not inspiring. The Storyteller scores one success. That deducts one success from Steve’s two, leaving Steve (and, by extension, Malcolm) with a single success.
在故事中,这名客户花了很长的时间来考虑这一建议。“好吧。“他最后终于开口。"你改变了我的主意。" 这是一次险胜,却也是毋庸置疑的成就。» Click to show Spoiler - click again to hide... «
In the story, the client takes a long moment to consider the proposal. “All right,” he says at last. “You’ve changed my mind.” It’s a narrow victory but an accomplishment nonetheless.
持续对抗动作 Extended and Resisted Actions
当两名角色为胜利而争持不下时,你可能会使用一项持续对抗动作。在这一情况下,起始的玩家需要获得一定数目的成功,而敌对玩家则试图阻止他成功。就如持续掷骰那样,你需要在固定的掷骰次数内获得一定数量的成功…并且,就像对抗掷骰那样,其他玩家会试图从你手上夺走这些成功骰。
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When two characters struggle for victory, you might employ an extended and resisted action. In this case, the initiating player has to score a certain number of successes while the resisting player tries to keep him from succeeding. As with an extended roll, you need to gather a certain amount of successes within a certain number of rolls… and, as with a resisted roll, the other player tries to take those successes away from you.
持续对抗动作涉及一场持久且受限的竞赛——一场竞速,一盘棋局,一次摔跤比试,以此类推。起始的玩家与角色共享同一由敌对玩家(与角色)阻止的目标。第一个玩家进行了一系列掷骰来完成那个目标,随后第二个玩家进行一系列掷骰来阻止他。在最后一次掷骰结束以后,成功数量最多的一方胜出。
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Extended actions involve a sustained and limited contest – a race, a chess game, a wrestling match, and so forth. The initiating character and player share an objective that the opposing character (and player) opposes. The first player makes a series of rolls to complete that objective, and the second player makes a series of rolls to stop him. At the end of the final roll, the one with the most successes wins.
在对抗掷骰中减去成功 Subtracting Successes in a Resisted Roll
要注意的是,你对手的成功会抵消你自己的成功。如果你掷出五个成功,而你的对手掷出三个,那么你只会得到两个成功。
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It’s worth noting that your opponent’s successes take away successes from your own roll. If you roll five successes and your opponent rolls three, then you score only two successes.
在大多数情况下,这并不要紧——成功就是成功。然而,在某些情况下,你取得的成功骰数量会变得非常重要。当一名法师施展效应(详细见第十章)时,伤害的数值或其他反响都取决于这名法师的玩家掷出的成功数量。相对的,如果另一个角色抵抗了这一掷骰,那么那名法师的效应就明显地不那么"有效"了。详情见第十章中的“闪避与抵抗”一节(P.544-545)。
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Under most circumstances, that’s not really important – success is success. In certain situations, however, the number of successes you score becomes incredibly important. When a mage casts an Effect (as detailed in Chapter Ten), the amount of damage or other repercussions depends upon the number of successes rolled by the mage’s player. As a result, if another character is resisting that roll, then the mage’s Effect is significantly less “effective.” For details, see Dodging and Resistance in Chapter Ten (pp. 544-545).
QUOTE
例:蜘蛛(Spider)注意到她在表演期间持续监视的其中一名对象一直同一名来自“欢笑玫瑰”的密教徒交谈。她一直在监视的这个人注意到了蜘蛛的监视。他挽着教徒的手臂,匆匆冲进人群,蜘蛛紧随其后。
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Example:
Spider noticed that one of the guys she’d been spying on during her performance has been talking with a Laughing Rose cultist. The guy she’s been spying on has noticed Spider spying. Taking the cultist by the arm, he hustles off into the crowd. Spider follows.
蜘蛛在人群中有些显眼,所以玩家的难度要比平时更高——难度为7。"好吧,"说书人(ST)说道,"如果你想要在离开派对之前抓住他们的话,骰出至少五个成功。不过他们也想甩掉你。你只有三次骰点的机会来跟上他们,否则他们就走人了。"
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Spider’s kind of obvious in a crowd, so her player’s difficulty is higher than usual – difficulty 7. “All right,” says the Storyteller, “roll at least five successes if you want to catch them before they leave the party. They’re trying to ditch you, though. You’ve got just three rolls to catch up with them, or they’re gone.”
随着蜘蛛的【敏捷+潜行】骰池(通过跻身人群从而让她自己不会被注意到)与目标的【感知+潜行】骰池之间(以注意到她)的比较,对抗动作也就开始了…
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Comparing Spider’s dice pool of Dexterity + Stealth (using the crowd so that she doesn’t get noticed) to the guy’s Perception + Stealth (to notice her anyway), the resisted action begins…
蜘蛛的玩家进行了第一次掷骰:三个成功。说书人(ST)为密教徒与目标掷骰:两个成功。蜘蛛设法尾随她的猎物,但他们意识到她找上门来了。
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Spider’s player rolls the first roll: three successes. The Storyteller rolls for the cultist and the guy: two successes. Spider manages to tail her quarry, but they figure out that she’s on to them.
第二次掷骰:蜘蛛获得了一个成功,说书人掷出了两个成功。现在蜘蛛已经没有成功骰了——她被发现了!但愿最后一掷能有好运…
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Second roll: Spider gets one success. The Storyteller rolls two successes. Now Spider has no successes – she’s spotted! Good luck on that final roll…
在盯住猎物的同时,最后尝试一次混入人群之中,蜘蛛的玩家进行了最后一次的掷骰。四个成功!也许这能管用… 说书人(ST)微笑,拾起骰子,然后骰点…
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Making one final attempt to melt into the crowd while keeping her prey in sight, Spider’s player does a final roll. Four successes! Maybe this’ll work… The Storyteller smiles, picks up the dice, and rolls…
Posted by: 劳伦斯·塔利斯曼 2023-01-12, 15:45
动作汇总 Action Summary |
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动作 | 描述 | 范例 |
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反射动作 | 无需掷骰 | 消耗意志力,吸收伤害,简短的发言。 |
简单动作 | 需要一次掷骰,一个成功。 | 打出一拳,抬眼寻找某人,巧言令色,让他人印象深刻。 |
多重动作 | 为数个动作分配数值最低的骰池。 | 掏出一把扳手用它打人,跑到一扇门后并且把门拉上。 |
持续动作 | 多次掷骰,带有指定的成功数值。 | 维修一台电脑,举办一场仪式。 |
对抗动作 | 敌对的玩家之间互相掷骰对抗。 | 抓住一只愤怒的猫咪,取悦一名潜在客户。 |
持续对抗动作 | 互相对抗的多次掷骰。 | 给愤怒的猫咪洗澡,在网络上争论给观众留下深刻印象。 |
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Action Summary |
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Action | Description | Examples |
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Reflexive | No roll | Spending Willpower soaking damage, saying something brief |
Simple | One roll, one success needed | Throwing a punch, looking up to spot someone, making a clever remark designed to impress someone. |
Multiple | Divide lowest dice pool between actions | Pulling out a wrench and hitting someone with it, running to a door and then yanking it shut. |
Extended | Several rolls, with an assigned number of successes | Fixing a computer, conducting a ritual. |
Resisted | Opposing players roll against each other | Grabbing an angry cat, impressing a potential client. |
Extended and Resisted | Several rolls against each other | Bathing angry cat, arguing online to impress an audience. |
Posted by: 劳伦斯·塔利斯曼 2023-01-12, 15:47
团队合作 Teamwork
合作能使一些行动更加容易。因此,在数名角色在一项行动上协同合作的情况下——例如进行一次表演,医疗手术等等——你可以让每一名玩家为这项行动掷骰,整合他们的成功骰,然后更加轻松地完成这项行动。
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Cooperation makes certain actions easier. Thus, in cases in which several characters work together on a given task – say a performance, medical procedures, etc. – you can let each of those players roll for that task, combine their successes, and complete the task more easily.
这样的合作在持续动作中效果最好——当三名玩家将他们的骰子整合起来时,获得五个成功也就更加简单。不过,每一次掷骰都是互相独立的。只有进行合作的每一名玩家都进行了掷骰,结果才能够进行整合。一名玩家可能掷出了一个成功,另一名失败,而第三名则获得了三个成功;第一名与第三名玩家将他们的成功骰整合,总共算作四个成功。
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Such cooperation works best with extended actions – scoring five successes is simpler when three players combine their rolls. Each roll is separate, however. The results don’t get combined until everyone has made a roll. One player might roll a single success, another fails, and a third gets three successes; the first and third player merge their successes for a total of four successes.
一般情况下,任何玩家得到的一次大失败的掷骰都会搞砸整次尝试。说白了,一次大失败,反映了一场灾难,所以这也意味着团队中一员造成的一次大失败也是团队全员的失败。尽管如此,一名合作中的角色也可以通过将她的努力从其他角色中独立出来,从而让她独自 “接手这次大失败”。这样的话,哪怕大失败的角色前功尽弃,整个团队的努力仍然可以继续进行下去。
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Generally, a botched roll on any player’s part ruins the whole attempt. A botch, after all, reflects a catastrophe, so it stands to reason that a botch for one is a failure for all. Even so, a cooperating character who manages to separate her efforts from the other character can “take the botch on” herself. That way, the entire effort may continue even if the botching character blows her effort.
QUOTE
例:
发现了欢笑玫瑰的密教徒以及蜘蛛对另一人的兴趣,金克斯(Jinx)行动起来以辅助蜘蛛进行观察。因基(蜘蛛的玩家)掷出了两个成功。卡米尔(金克斯的玩家)则掷出了一个,他们总计获得了三个成功。团队合作的力量!
然而在下一次掷骰中,卡米尔大失败了。没有成功骰,还有额外的一个1。人群突然分散开来,然后密教徒发现了金克斯。“淦。”卡米尔说道。“那么,我来独自接手(大失败)。” 随着将注意力集中在密教徒身上,金克斯引开了蜘蛛的猎物,然后游戏继续......» Click to show Spoiler - click again to hide... «
Example:
Spotting the Laughing Rose cultist and Spider’s interest in the other guy, Jinx moves in to support Spider’s observation. Inky (Spider’s player) rolls two successes. Camille (Jinx’s player) rolls one, for a total of three successes between them. Teamwork! On the next roll, though, Camille botches the roll. No successes, plus a 1. The crowd parts suddenly, and the cultist spots Jinx. “Shit,” says Camille. “I’ll take that on myself, then.” Pointing at the cultist, Jinx distracts the prey from Spider, and the game continues…
Posted by: 劳伦斯·塔利斯曼 2023-01-12, 16:00
失败 Failure
法师们并非完人。如果你没有收获任何成功骰,你的角色就在手头的这项行动上失败了。蜘蛛跟丢了她的猎物;詹妮弗被发现;绘马搞砸了他的舞蹈;马尔科姆的客户回绝了生意、不管你怎么尝试,它就是不管用啊,淦。
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Mages aren’t perfect. If you score no successes at all, your character fails the task at hand. Spider loses her prey; Jennifer gets spotted; Painted Horse messes up his dance; Malcolm’s client refuses the deal. Whatever you were trying to do, it didn’t work. Damn.
再次尝试 Trying It Again
在一次通常的失败情形中,你或许能够再次尝试。或许马尔科姆或者绘马能够说服客户/观众再给他们一次机会。或者詹妮弗设法再次藏身于黑暗之中。再一次地,玩家拾起骰子进行掷骰。
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In the case of a simple failure, you might be able to try again. Maybe Malcolm or Painted Horse can convince the audience to give them another shot, or Jennifer manages to lose herself in the darkness again. Once again, the player picks up the dice to roll.
然而,这一次,难度上升了。先前每有一次失败的尝试,下一次尝试的难度等级就会+1。这一机制反映了压力与挫败感的结合,往往还有打动一名已经见证过你的惨痛失败的观众的挑战。(见位于P.391的“再次尝试”表格。)
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This time, however, the difficulty rises. For each failed attempt, add +1 to the difficulty level of the next try. This reflects a combination of stress and frustration, often added to the challenge of impressing a skeptical audience who’s already seen you fall on your face. (See Trying Again on p. 391.)
再次尝试 Try Again |
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难度 | 先前尝试次数 |
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+1 | 一次失败的尝试 |
+2 | 两次失败的尝试 |
+3 | 三次失败的尝试 |
+4 | 何苦呢? |
+5 | 滚蛋吧。 |
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Try Again |
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Difficulty | Previous Attempts |
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+1 | One failed attempt. |
+2 | Two failed attempts |
+3 | Three failed attempts |
+4 | Why bother? |
+5 | Go home |
QUOTE
例:
糟糕。蜘蛛在人群中跟丢了她的猎物。她瞥了一眼停着汽车的街道。他们就在那里!在密教徒和那人扫视自身周围时,蜘蛛再次试图跟上他们。但他们现在很警惕,所以她的难度上升了1,达到了难度8。
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Example:
Crap. Spider loses her prey in the crowd. She glances over at the street where the cars are parked. There they are! As the cultist and the guy glance around themselves, Spider tries once again to follow them. They’re wary now, though, so her difficulty goes up by +1 to difficulty 8.
另辟蹊径 New Tools or Tactics
在某些情况下,你可能会尝试使用不同的工具或策略。假如,马尔科姆并未在办公室里努力争取客户,而是提出与潜在客户一起喝酒,然后从另一种角度来处理这笔交易——与客户结下友谊,从而改变他的态度,同时将推销伪装成一次闲聊——说书人(ST)就可以给玩家第二次机会,但不带有任何罚值。这一次,马尔科姆的玩家采用了【魅力+欺瞒】——同样的难度,同样需要成功,但用不同的方法来解决问题。
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In certain cases, you might try again with a different set of tools or tactics. If, instead of trying to win his client over in the office, Malcolm offers to grab drinks with the would-be client and then approaches the deal from a different angle – making friends with the client and thus changing his attitude while disguising the pitch as a casual conversation – the Storyteller could give the player a second chance without penalties. This time out, Malcolm’s player employs Charisma + Subterfuge – same difficulty, same successes needed, but a different approach to the problem.
在这种情况下,你应该明确你解决问题的方法与之前的尝试有什么不同。詹妮弗是否使用了一道隐蔽法术?蜘蛛是否会出现放弃追逐的情况?画马会不会试图把他的失败当作是故意的行为?如果玩家能想出一个新颖、巧妙的方法来解决这个问题,说书人(ST)就应让他把这当作是对这项行动的一次崭新尝试。
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In such cases, you should define how your approach to the problem differs from the previous attempts. Is Jennifer using a concealment spell? Does Spider appear to give up the chase? Will Painted Horse try to pass his failure off as an intentional part of the act? If the player can come up with a new and clever approach to the problem, the Storyteller should let him treat that like a fresh attempt at the task.
QUOTE
例:
绘马嘲笑着自己,开起玩笑,让观众的注意力回到他这边。他耍着套圈,开始了一段即兴的独白,诉说自己是个神圣的傻瓜。当他发声时,他开始以一种令人眼花缭乱的新方式旋转套圈。
“【魅力+表达】,”说书人(ST)说道。“难度7。”
“绘马,“杰基说道,”在这项行动上的骰池共有七点。“
“那我就把这当作送你的自动动作吧,“说书人(ST)回应,”你进入状态了,他们的注意力在你身上了。再试一次【敏捷+艺术】的掷骰,难度7,和之前一样。"
“谢了,” 杰基说道。“来吧。”
观众注目的同时,杰基拾起骰子并准备再次掷骰…» Click to show Spoiler - click again to hide... «
Example: Painted Horse laughs at himself, jokes, gets the audience back on his side. Juggling the hoops, he launches into an improvised monolog about being a sacred fool. As he speaks, he starts spinning the hoops in a dazzling new configuration.
“Charisma + Expression,” says the Storyteller. “Difficulty 7.”
“Painted Horse,” says Jackie, “has a total dice pool of seven for that.”
“I’ll give it to you as an automatic action, then,” replies the Storyteller. “You’re on. They’re with you. Try that Dexterity + Art roll again, difficulty 7, same as before.”
“Thanks,” says Jackie. “Let’s do this.”
The audience watches as Jackie picks up the dice and prepares to roll again…
Posted by: 劳伦斯·塔利斯曼 2023-01-12, 16:02
QUOTE
大失败与魔法 Botches and Magick 在你施展魔法的时候大失败会变得尤为致命:
• 巧合魔法效应大失败时,效应所涉及的等级最高的魔法领域每有1级都会造成1点矛盾。(一项大失败的4级领域效应=4点矛盾)
• 没有目击者的破则魔法效应大失败时,效应所涉及的等级最高的魔法领域每有1级都会造成1点矛盾,除此之外还会额外生成1点矛盾。(无目击者的破则4级领域效应=5点矛盾)
• 有目击者的破则魔法效应大失败时,效应所涉及的等级最高的魔法领域每有1级都会造成2点矛盾,除此之外还会额外生成2点矛盾。(有目击者的破则4级领域效应=10点矛盾)
在“最终清算”这一元剧情线中,大失败产生的矛盾甚至可能更多。详细与解释见位于P.550的边栏:《法师》修订版中的矛盾。» Click to show Spoiler - click again to hide... «
Botches get especially critical when you’re casting magick:
• A botch on a coincidental magick Effect inflicts one automatic Paradox point for every dot in the highest Sphere involved. (A botched Sphere 4 Effect = four Paradox points.)
• Botching a vulgar Effect without witnesses inflicts one Paradox point, plus another point for every dot in the highest Sphere involved. (That Sphere 4 Effect = five Paradox points.)
• Botching a vulgar Effect with witnesses inflicts two Paradox points plus two more Paradox points per dot in the highest Sphere involved. (Now that Sphere 4 Effect = 10 Paradox points.)
Under the Reckoning metaplot, the amount of Paradox can be even higher. For more details and explanations, see Paradox in Mage Revised p. 550.
Posted by: 劳伦斯·塔利斯曼 2023-01-12, 16:08
大失败与"1之准则" Botching and the Rule of One
还有一些失败是你无法挽回的——散落的套圈;愤怒的客户;被警卫、狗和摄像头抓住的非法入侵者。这就是大失败:一场灾难性的,使角色处于比事情开始前更糟糕的境地的失败。
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And then there are the failures you can’t recover from – the scattered hoops; the angry client; the trespasser caught by the guard, dog, and cameras. That’s a botch: a catastrophic failure that leaves the character in a worse situation than he’d been in before things started.
从故事视角看,一次大失败反映了惊人的霉运:警报器作响,跑酷专家滑倒在地,电脑在一阵烟雾中嘶嘶作响。简而言之,你完蛋了。现在是时候让自己振作起来,并且如果有可能的话…再试一次。虽然一次大失败不应该完全杀死你的角色,但它应该让他处于明显的劣势。这就是当你试图成为一名英雄时,你得承担的风险。
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Story-wise, a botch reflects spectacular bad luck: the sirens go off, the parkour expert slips, the computer fizzles in a puff of smoke. In short, you’re done. It’s time to dust yourself off and try again… if that’s even possible. Although a botch shouldn’t flat-out kill your character, it ought to leave him at a distinct disadvantage. That’s the risk you take when you try to be a hero.
从游戏视角看,你所掷出的每一个1都将抵消你掷骰中的一个成功骰。把这看作是“1之准则。”如果你的1抵消了所有成功骰,你就失败了;扔出三个1,扔出三个成功骰,然后你就等同于没有进行行动。
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Game-wise, every 1 you roll takes away one success from your roll. Think of this as “the rule of one.” If your 1s cancel out your successes, you fail; roll three successes, roll three 1s, and you’re left right where you were before.
假设你在 "1 "抵消你所有的成功之前,哪怕只掷出了一个成功,那么你的角色就只是普通地失败了。
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Assuming that you rolled even one success before the 1s cancel out all your successes, then your character simply fails.
但如果你没有掷出任何成功并且你掷出了一个1,那么你就迎来了大失败。
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But if you don’t roll any successes and you roll a 1, then you botch.
这也是事情变得难看起来的地方。高难度会使你更难以取得成功,所以当你尝试更具挑战性的壮举时,发生惊人灾难的几率也就会上升。如果詹妮弗试图在光天化日之下溜入院子里的话(难度9),她被公然抓住(一次大失败)的可能性也会上升,因为她不太可能掷出多个9或10。
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That’s where things get ugly. A high difficulty makes it harder for you to score a success, so the odds of a spectacular catastrophe go up as you attempt more challenging feats. If Jennifer tries to sneak through the yard in broad daylight (difficulty 9), her chances of getting caught right out in the open (a botch) go way up because she’s not likely to roll any 9s or 10s.
如果你掷出了数个1而没有成功骰,那么你会以一种壮观的方式迎来大失败。一次普通的大失败或许会让人感觉尴尬,但一次有着三个1的大失败——即三重大失败——可能是致命的。说书人(ST)有着最终解释权,但令人难忘的大失败也应该有与之相应的可怕后果。
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If you roll several 1s and no successes, then you botch in a big way. A single botch might prove embarrassing, but a botch with three 1s – a triple botch – could prove fatal. The Storyteller gets the final say, but impressive botches should have impressively terrible results.
QUOTE
例:
蜘蛛的猎物知道她就在那里。而她在人群中追踪他们的难度是8。因基掷出她的骰子,然后得出了以下结果。1,3,5,7,1,6。一次双重大失败! 蜘蛛那笨重的靴子磕碰到人行道的边缘,把她绊倒在三名她一直想用来做掩护的女孩身上。饮料洒落。骂声四起。蜘蛛瞥了一眼,但那个欢笑玫瑰的密教徒和她一直在跟踪的那个人都已经走远了。» Click to show Spoiler - click again to hide... «
Example: Spider’s prey knows she’s out there. Her difficulty to track them through the crowd is 8. Inky rolls her dice and gets the following results: 1, 3, 5, 7, 1, 6. A double botch! Spider’s bulky boots catch on the edge of the pavement, tripping her into three girls she’d been trying to use as cover. Drinks spill. Curses fly. Spider glances up, but the Laughing Rose cultist and the guy she’d been following are both long gone.
大失败与难度阈值 Botches and Thresholds
由于高难度会使人难以掷出一个成功,玩家与说书人(ST)可以决定用难度阈值(见P.387)而非一次普通的掷骰来处理这项行动。以故事术语来说,就是角色决定采取需要时间更长,更为谨慎的策略。以游戏术语来说,就是说书人(ST)以一次持续掷骰降低难度。这样一来,行动需要更长时间但大失败的概率也会更低。
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Because a high difficulty number makes it hard to score even a single success, the player and Storyteller can decide to handle the task with a threshold (see p.387) rather than with a single roll. In story terms, the character decides to take a longer, more careful approach; in game terms, the Storyteller lowers the difficulty in exchange for an extended roll. This way, the task takes longer but might have a lower chance of botching.
QUOTE
例:
马尔科姆这次做事很谨慎。他没有急着催促这笔生意,而是带客户出去喝酒...然后前往一家脱衣舞俱乐部...再前往另一家脱衣舞俱乐部痛饮。史蒂夫说:“我要把一整晚都用在说服这家伙上。“ ”先别急。“说书人(ST)同意了一次更低难度的持续掷骰——三次掷骰,四个成功,难度6。”
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Example: Malcolm works carefully this time. Rather than pressing the business deal, he takes the client out for drinks… then to a strip club… then for more drinks at another strip club. “I’ll work this guy all night,” says Steve. “No hurry here.” The Storyteller agrees to an extended action at a lower difficulty – three rolls, four successes, difficulty 6.
史蒂夫通过马尔科姆的【魅力+欺瞒】来让他显得魅力四射。到夜晚结束时(三次掷骰之后),史蒂夫已经积累了六个成功,马尔科姆成功地让客户对他言听计从。
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Steve piles on the charm with Malcolm’s Charisma + Subterfuge. By the end of the evening (three rolls later), Steve has accumulated six successes and Malcolm has the client eating out of his hand.
Posted by: 劳伦斯·塔利斯曼 2023-01-12, 16:16
成功 Success
成功,很明显,就是成功。你进行了掷骰,积攒了足够的成功骰,也没有大失败。你真棒。
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Success, obviously, is success. You made the roll, gathered enough successes, didn’t botch. You’re golden.
不过,有些成功比其他的要更有意义。你可以跃过屋顶之间的缝隙,狼狈地摇晃,抓住一个屋顶的边缘,勉强把自己拉过去...... 或者你可以像体操冠军一样在空中滑翔,拿下着陆点,然后优雅地起身,准备接受掌声。特别是对于像表演和运动型创举这样的行动,勉强成功和非凡成功之间的区别可能好比一场半成品音乐会和吉米·亨德里克斯在蒙特利流行音乐节上点燃他的吉他之间的差别。
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Some successes, though, mean more than others. You can leap across a gap between roofs, flail awkwardly, grab the lip of one rooftop and barely pull yourself across… or you can sail through the air like a champion gymnast, nail the landing, and roll to your feet with a grace that leaves folks ready to applaud. Especially with regards to tasks like performances and athletic feats, the difference between a marginal success and a phenomenal one can mean the difference between a half-decent concert and Jimi Hendrix burning his Strat at the Monterey Pop festival.
自动成功 Automatic Success
在许多情形中,掷骰是不必要的。你的角色擅长于他所做的事情,而骰子只会拖慢故事的进程。在你的法师 "就是那么优秀 "的情况下,你的讲故事的人可以直接说出,"你做到了——我们继续吧。"这就是一次自动成功。
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In many cases, there’s no point in rolling dice. Your character excels at what he does, and the dice would simply slow the story down. In situations where your mage is “just that good,” your Storyteller can simply say, “You did it – let’s move on.” That’s an automatic success.
作为参考,如果你的骰池等于或超过了行动的难度,而且故事在当时并不取决于你的成败,那么你就获得了一次自动成功。马尔科姆善于达成交易;蜘蛛能如英雄般舞动火焰;詹妮弗善于偷偷摸摸并且与动物相处融洽;绘马能够旋转套圈,吸引观众。这些人物在这些方面做得很好,以至于在大多数情况下,我们甚至懒得进行掷骰,看看他们在各自的领域做得如何。
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As a guideline, assume that if you’ve got a dice pool that equals or exceeds the difficulty of a task and the story’s not hinging on your success or failure at the time, then you’ve got an automatic success. Malcolm’s great at making deals; Spider spins fire like a champ; Jennifer’s good at sneaking around and gets on well with animals; Painted Horse can spin hoops and charm an audience. These characters do these things so well that under most circumstances we don’t even bother to roll and see how well they do in their respective fields.
但是,当氛围白热化,或者当玩家和他的角色想要真正把他人打败的时候,骰子就该出场了。自动成功的规则不适用于有战斗的情形(除非是一位空明大师跟俩醉汉在酒吧里那种情况),并且它也不适合持续动作——除非这个角色是他妈的如此精于此道以至于成功是这么唾手可得。(举例来说,马尔科姆最擅长于达成交易;而这也是为什么他能在公司里坐稳高位。)如果一个成功骰就是你需要的全部,那么自动成功规则就正合适。
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But when the heat is on, or when the player and his character want to really blow folks away, then the dice come out. The automatic success rule doesn’t apply to combat situations (unless perhaps it’s an Akashic Master and two drunk morons in a bar), and it’s not good for extended actions – much less resisted ones – unless the character is just so damned skillful that success is still pretty much assured. (Malcolm, for instance, excels at sealing deals; that’s why he’s That Guy at his corporation.) If a single success is all you need, the automatic success rule works just fine.
消耗意志力 Spending Willpower
专注力能够产生重大的影响,尤其当你是名英雄人物的时候。以游戏视角来说,哪怕在你身处压抑的环境中也能够通过消耗一点意志力(见第六章-“使用意志力“一节,P.330)来获得一次自动成功。借由全神贯注在手头的行动上,你的角色就能够超越他平时的极限。尽管你每回合只能消耗一点意志力——但在一项持续动作中能够消耗数点——你可以避免大失败,并让你的角色有更大的可能获得成功。
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Focus makes a huge difference, especially when you’re the heroic type. In game terms, you can spend a point of Willpower (see Using Willpower in Chapter Six, p. 330) to get one automatic success even under stressful conditions. By putting serious focus behind the task at hand, your character pushes past his usual limits. Though you can spend only one point of Willpower per turn – but several during an extended action – you can avoid botching and give your character a better chance at success.
例:"我要消耗一点意志力,"杰基说道,并且掷出骰子。无论他怎么掷,这都是一次成功。哪怕他们输的很惨,绘马也不会在这次表演上迎来大失败…并且如果他真的失败的足够“出色“,他可能会出大事。
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Example: “I’m spending a point of Willpower,” Jackie says, casting the dice. That’s one success, no matter how they roll. Even if they fall badly, Painted Horse won’t botch this performance… and if they fall WELL, he could score a serious coup.
多重成功与成功程度 Multiple Successes and Degrees of Success
一次普通的成功代表你取得了得体的成功:你找到了要找的东西,你的音乐会进展顺利,,尽管他看起来对你不太感兴趣,但你还是拿到了那名俊俏小哥的电话号码,等等。然而,正如成功程度的表格所示(见P.387),成功有着数个不同的等级。通过以最低限度的成功完成游戏,你的角色能够真正的令人难忘…不是普通地过关而是有风格地拿下这场游戏。
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A single success means you succeeded decently: you found what you were looking for, your concert went okay, you got that cute guy’s number even though he didn’t seem too interested, whatever. However, as the Degrees of Success chart shows (see p. 387), there are different levels of success. By exceeding the minimum degree of success, your character can be truly memorable… not simply getting by, but nailing the game with style.
QUOTE
例:在取得六个成功骰之后,马尔科姆有了一名热心的新合伙人与朋友。詹妮弗,排除万难,溜进网络老总的家里并且带出了足够毁灭他职业生涯的丑闻。当绘马将那套圈舞成功变成一场有着五个成功的演出时,他成功取悦了精魂,他的观众,以及最重要的,他自己。
至于蜘蛛与金克斯,祝他们下次好运吧——当然,一定会有下次…» Click to show Spoiler - click again to hide... «
Examples: Six successes later, Malcolm has an eager new associate and friend. Jennifer, despite all odds, sneaks in and out of the network honcho’s house with enough dirt to destroy his career. Painted Horse pleases the spirits, his audience, and most of all himself when he turns that hoop dance into a five-success gig. As for Spider and Jinx, better luck next time – and there WILL, of course, be a next time…
一次带有数个成功的惊人掷骰,能够在故事层面上让事情大为不同,一个成功意味着合格的胜利,而四个成功意味着重大胜利。这也是大失败的另一面:正如你会搞砸一切并且以惨败收场,你也能以胜利震撼世界。
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A great roll, with several successes, makes a huge difference in story terms. Whereas that one success means an acceptable win, four successes mean serious victory. That’s the flipside of a botch: just as you can screw up miserably, you can also rock the world with triumph.
而且说真的…这不正是魔法的意义所在么?
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And really… isn’t that what magick’s all about?
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