Posted by: 劳伦斯·塔利斯曼 2023-11-11, 14:30
《法师》的不同版本 The Various Editions of Mage
自1993年时问世起,《法师:超凡入圣》自身经历了许多次转变。
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Since its appearance in 1993, Mage: The Ascension has undergone many transformations of its own:
• 《法师》第一版(1993年软装本)是一份四色的现实俱乐部三明治。宇宙般宏伟的诸多派系在形而上的怪异界域中决一胜负。与最终版本发展形成了历史感和个人视角不同,法师的早期版本集中在奥术超能力上。科技联盟是一个一心想把所有造物毁灭的,邪恶且无意识的组织,而在动态、静态和熵态力的夹缝之间,则有着一些富有勇气却无组织的传统宗派。
» Click to show Spoiler - click again to hide... « • Mage 1st Edition (the 1993 softcover book) is a four-color reality club sandwich. Cosmic factions duke it out in a realm of metaphysical weirdness. Eventually developing a sense of history and personal scope, the early days of Mage concentrate on arcane superpowers. The Technocracy is an evil, soulless entity bent on breaking all Creation to its will, with plucky but disorganized Traditions caught between Dynamism, Stasis, and Entropy. |
• 《法师》第二版(1995年精装本)邀请玩家来一同 "为现实而战!" 该版本缩小了游戏的史诗范围,而采用了更多的私人视角,这一版本的内容在街头的生存故事和异界的元剧情线之间交替。每个派系都有一项合理的观点,并且科技联盟成为了神秘主义视角无情却又真诚的反对者。
» Click to show Spoiler - click again to hide... « • Mage 2nd Edition (the 1995 hardcover book) invites players to “join the battle for reality!” Narrowing the game’s epic scope in favor of more intimate perspectives, this edition alternates between street-level survival tales and otherworldly metaplots. Every faction has a valid viewpoint, with the Technocracy becoming a ruthless but sincere opposition to the mystic point of view. |
• 《法师:巫士圣战》(1998)跃回至15世纪时的升华之战。在将传统宗派与科联的雏形——理性之子作为平等选项的同时,《巫士圣战》也更偏向于高魔奇幻以及宫廷斗争。
» Click to show Spoiler - click again to hide... « • Mage: The Sorcerers Crusade (1998) jumpstarts the Ascension War in the 15th century. Presenting the Traditions and the proto-Technocratic Order of Reason as equal options, Sorcerers Crusade favors high fantasy and courtly intrigue. |
• 《法师》修订版(1999)呈现出一种忧郁的求生氛围。科技联盟旗开得胜,而秘学法师则被大肆屠戮,而幸存下来的宗派法师们则不得不在这更倾向于冷酷无情而非想象力的世界中前行。
» Click to show Spoiler - click again to hide... « • Mage Revised Edition (1999) presents a melancholy survival feel. The Technocracy has triumphed, mystics have been slaughtered, and the surviving Tradition mages move through an implacable world that prefers apathy over imagination. |
•《黑暗时代:法师》(2002)聚焦于升华之战开始许久以前的欧洲中世纪时期。虽然即兴元素仍然存在于魔法中,但该设定的现实却牢牢扎根于那个时代的欧洲信仰。
» Click to show Spoiler - click again to hide... « • Dark Ages Mage (2002) centers on the European medieval era, long before the Ascension War begins. Although the improvisational element remains present in magic, the setting’s reality is rooted firmly in European beliefs of that era. |
•《魔法秘艺》(1989)与《法师:沉梦初醒》(2004)这两者都是《法师:超凡入圣》的远方表亲,但他们自身同时也是互相独立的游戏作品。一部分《魔法秘艺》中的设定要素汇入了《法师:超凡入圣》,但这些联系在很久以前就被切断了。
» Click to show Spoiler - click again to hide... « • Both Ars Magica (1989) and Mage: The Awakening (2004) are distant cousins of Mage: The Ascension but remain separate games in their own right. Certain Ars Magica setting elements were incorporated into Ascension, but those ties were severed very early on. |
•《法师》20周年纪念版囊括了所有五条经典的升华剧情线,倾向于包容而非版本偏好。各个玩家队伍可以采用他们最喜欢的元素,抛弃他们不喜欢的元素——一种仍然忠实于法师的核心理念,即 “现实由你做主” 的沙盒设计理念。
» Click to show Spoiler - click again to hide... « • Mage 20th Anniversary Edition spans all five of the Classic Ascension lines, favoring an inclusive flavor over edition preference. Individual troupes can employ their favorite elements and discard the ones they don’t like – a sandbox design concept that remains faithful to Mage’s core ideal: Reality is what you make of it. |
Posted by: 劳伦斯·塔利斯曼 2023-11-11, 14:35
未来命运 Future Fates
在本书中,你会发现对影响《法师》背景历史的地方、人物和事件的参考,特别是在20世纪90年代和新千禧年中。其中许多元素都会被归入“未来命运”这一边栏。
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Throughout this book, you’ll find references to places, characters, and events that impacted Mage’s background history, especially through the 1990s and into the new millennium. Many of these elements have been grouped into Future Fate sidebars.
那么未来命运是什么意思?它意味着你在你的编年史上有三种选择:
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So what does Future Fate mean? It means you have three options with regards to your chronicle:
• 这些事情将会发生: 圣言已出。历史已定。在官方历史的界域,这些边栏中所描述的事件要么已经发生,要么将会如期而至。
» Click to show Spoiler - click again to hide... « • These things will happen: The gods have spoken. History is set. In the realm of official history, what’s described in these sidebars either has occurred, or will come to pass, as described. |
• 这些事情可能会发生: 你可以选择,也许可以改变历史。讲故事的人决定什么已经发生、尚未发生或可能永远不会发生。所描述的元素对世界有影响,但你决定它们在什么时候和有多大影响。
» Click to show Spoiler - click again to hide... « • These things might happen: You can pick and choose and perhaps change history. The Storyteller decides what has, has not yet, or may not ever occur. The elements described have an impact on the world, but you decide when and how much impact they have.
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• 这些事情可能永远不会发生:没有什么一成不变。一切都取决于你。这些边栏中的人物或事件可能至关重要,可能以迥然不同的方式发生,也可能根本不会发生。你可以根据自己的喜好使用、更改或是忽略这些内容。
» Click to show Spoiler - click again to hide... « • These things may never happen: Nothing is set. It’s all up to you. The people or events in those sidebars could be significant, they might happen very differently, or they might never occur at all. Use, change, or ignore such things as you see fit. |
未来命运将像化身风暴或穹界圣所之战这样的事件留给各个说书人去决定。这样一来,你的队伍就不会被官方的时间线所束缚。你可以使用时间魔法来感知即将到来的未来命运,然后改变历史进程;与重要人物相遇并引导事件向不同的方向发展;或者干脆忽略整条元剧情线,按照你的意愿来讲述你的故事。玩家可能不知道他们的说书人选择了哪条路线,但说书人有这个选择权。归根结底,真相悬而未决,任人宰割...... 而对
法师而言,就该如此。
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Future Fates leave events like the Avatar Storm or the Horizon War up to individual Storytellers. This way, your group isn’t shackled to an official chronology. You might use Time magick to sense impending Future Fates and then change the course of history; meet important figures and guide events in different directions; or simply ignore the whole metaplot and run your tale on your terms. Players may not know which course their Storyteller has chosen, but that Storyteller has that choice. Ultimately, the truth is up for grabs… which, for Mage, is how things should be.
Posted by: 劳伦斯·塔利斯曼 2023-11-11, 14:45
如何使用本书 How to Use This Book
为了方便和清晰起见,这部鸿篇巨著分为三个部分:
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For ease and clarity, this monumental tome has been divided into three sections:
卷一:醒觉 是对法师世界的综述,开篇的这一部分包括了…
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Book I: Awaken An overview of the mage’s world, the opening section contains…
- 第一章: 法师之道,该章包括了大阿卡那勾划出的,一名法师从觉醒到结局的旅途。
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• Chapter One: The Mage’s Path, in which the Greater Arcana map a mage’s journey from Awakening to resolution.
- 第二章:魔法-现实之秘艺,该章探索了魔法的形式,状态,以及工具。
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• Chapter Two: Magick: The Art of Reality, which explores the shapes, forms, and tools of magick.
- 第三章:隐秘世界,该章节展现了一名普通法师的世界。
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• Chapter Three: The Shadow World, which reveals the world of an average mage.
- 第四章:天外有天,该章节提供了一场通向形而上学异界的旅途。
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• Chapter Four: The Worlds Beyond, which offers a guided tour through metaphysical Otherworlds.
卷二:笃信 则把重点转移到这款游戏的“血肉”,第二部分提供了…
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Book II: Believe Moving into the meat of the game, the second section features…
- 第五章:升华勇士,该章节讲述了升华之战中的众多派系以及元剧情线。
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• Chapter Five: Ascension Warriors, which addresses the many factions and metaplots of the Ascension War.
- 第六章:创建角色,该章节展现了涉及创建角色过程中的步骤以及特质。
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• Chapter Six: Creating the Character, which reveals the stages and Traits involved with character creation.
- 第七章:讲述故事,该章节为《法师》说书人提供上演属于他们的私人史诗相关的实用建议。
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• Chapter Seven: Telling the Story, in which Mage Storytellers get practical advice for staging their intimate epics.
卷三:升华 游戏规则可在最后一部分找到,这一部分分为...
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Book III: Ascend The rules of the game can be found in the final section, divided between…
- 第八章:规则之书,该章节包括了最关键的说书人游戏系统。
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• Chapter Eight: The Book of Rules, which covers the essential Storyteller game systems.
- 第九章:戏剧性系统,该章节探讨了特殊环境下的规则。
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• Chapter Nine: Dramatic Systems, which explores the rules for specific circumstances.
- 第十章:魔法之书,该章节对万变秘艺提供了细致入微的阐述。
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• Chapter Ten: The Book of Magick, in which the Art of Change receives a detailed treatment.
- 附录I:盟友与敌手 该附录展示了一系列的模板以及角色。
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• Appendix I: Allies and Antagonists presents an array of templates and characters.
- 附录II:奇异终局 着重于优势与缺陷,超凡特性,精神缺陷,还有一大堆能够改善你的《法师》编年史的奇物。
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• Appendix II: Odd Ends features Merits and Flaws, Advantages, derangements, and a handful of Wonders to enhance your Mage chronicle.
- 最后,这本书的后记包括了一册法师永恒遗产证明的集合。
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• And finally, the book’s Afterwords conclude the book with a collection of testaments to Mage’s enduring legacy.
是的,世界是如此广阔......但你的想象力还在其上。
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Yeah, it’s a big world… but one no larger than your imagination.