作者 主题: 【CRB-GM指南】第十九章《GM规则》(除腐化以外部分)  (阅读 9035 次)

副标题: 翻译by Pany_Q 校对 by 两个月后的Pany_Q

离线 zyupha

  • Guard
  • **
  • 帖子数: 122
  • 苹果币: 0
CRB_第19章《GM规则》Game Master’s Rules (除腐化以外部分)
基于CRB v1.1.2版本
20190409翻译by Pany_Q
校对 by 两个月后的Pany_Q
==========================
在游戏过程中GM要负责总体的规则,决定哪些动作需要投骰检定,并告知玩家。本章说明了GM的职责都有哪些,不过当然,玩家指南部分的规则GM也是需要掌握的。
劇透 -   :
Master’s Rules
The Game master manages the overall rules of the game, decides which actions require dice rolls and communicates this to the players. This chapter describes the specific responsibilities of the Game Master, but remember that the Game Master also needs to learn the rules presented in the Player’s Guide.
==========================

本章分为几个部分。开头是关于解决问题和社交挑战的;随后是对战斗过程的说明;下一部分是关于如何处理暗影和腐化的规则,再然后是一系列可选规则,供各位和各位的游戏队伍选择使用。
劇透 -   :
THIS CHAPTER STARTS with the rules for problem-solving and social challenges, followed by a section that deals with the subject of combat. Then comes a section that provides rules for how to handle Shadows and Corruption, and a section presenting a list of optional rules that you and your gaming group can decide whether or not to use.

解决问题 Problem-solving

解决问题就是指除战斗场合以外的、所有需要玩家投骰检定以推进故事的场合。比如角色尝试忽悠守卫让自己进入某个地方、在野外追踪某只疫兽或在图书馆中调查一些古老的秘密,诸如此类。解决问题的规则包含三种问题类型:简单、分级、连续。这些检定一般会由对手的属性或GM决定的一个难度等级修正——其中难度等级通常是一个在+5(非常简单)到-5(非常困难)之间的一个数字。
遇到问题时,所有角色都可以尝试做检定,不过有个别分级问题是例外——你必须拥有某个特定能力才可能获得较高的成功等级。
劇透 -   :
Problem-solving
PROBLEM-SOLVING ENCOMPASSES every situation where you have to roll a die and make a test to advance the story, but which is not a combat situation. It can be when a character is attempting to fast talk its way past a guard, tracking a blight beast in the wilderness or researching old secrets at a library. The rules of problem-solving cover three different kinds of problems: simple, graded and extended. The tests are often modified by an opponent’s Attribute or a Difficulty Level decided by the Game Master, usually a number ranging from +5 (Very Easy) to −5 (Very Hard).
Every character is allowed to make a test in an attempt to solve the problem, with the exception of some graded problems, where higher levels of success may require the mastery of a certain ability.
简单问题 SIMPLE PROBLEMS
简单问题就是只需要通过一个[属性-难度等级]检定即可成功的挑战。结果只会是成功或失败两者之一,且能力不会影响结果。
--------------------------------
范例:角色们在运达洛斯的某条后巷里发现了一具尸体。他们中的一员在成功通过了一个察觉检定后,在现场发现了一块绣着花体字母的手帕,这是能帮助他们找到凶手的线索。
--------------------------------
劇透 -   :
SIMPLE PROBLEMS
Simple problems are challenges that require a successful [Attribute – Difficulty Level] test. The results can only be either a success or a failure, and abilities cannot affect the result.
-------------------------------------
Example: The characters find a dead body in an alley in Yndaros. With the help of a successful Vigilant test, one of them manages to find a handkerchief with a monogram at the scene: a clue that will help them in the search for the murderer.
成功等级 DEGREES OF SUCCESS
在知识、社交或战术方面能力更为出众的角色在解决问题时能获得额外优势。角色可能必须具有诸如炼金术怪物知识治愈这样的能力才能获得最高级的信息。同样道理,借助诸如威严领袖这样的能力获得的信息也会比单纯通过一个影响检定所能得到的更多。
--------------------------------
范例:角色们抓获了一名强盗,并审问他关于强盗窝点的情报。成功通过一个<[影响←坚毅]>检定能迫使强盗招出窝点位置以及有多少人放哨。而具有威严能力的角色则能威胁这名强盗透露更多信息,比如守卫的巡逻路线是什么样的,比如这伙强盗还有个术士盟友,而那名术士还有几个学徒,他们正在强盗团伙内担任强盗头子的顾问。
--------------------------------
劇透 -   :
DEGREES OF SUCCESS
Characters with abilities of the more learned, social or tactical sort will get advantages when solving graded problems. Abilities such as Alchemy, Beast Lore and Medicus may be required for the character to be able to gain the highest level of information. In the same way, Dominate and Leadership can provide extra information in social situations beyond what can be obtained with just a successful Persuasive test.
--------------------------------------
Example: The characters have captured a brigand, and interrogate him for details regarding the brigands’ camp. A successful [Persuasive←Resolute] test forces the brigand to reveal where the camp is located and how many sentries are posted around it. A character with the Dominate ability can use it to threaten the brigand, to make him divulge the routines of the guards, and also that the brigands are allied to a sorcerer whose acolytes are in the brigand camp as advisors to the brigand chief.
连续问题 EXTENDED PROBLEMS
在解决有些问题时,若想获得可能的最佳结果你需要成功通过一系列投骰和检定。在解决连续问题时,所有角色都能尝试检定,只要有一人成功,就能推进到下一个检定。由相关属性最高的角色先做检定,其他角色依序进行。
--------------------------------
范例:角色们正在蓟花要塞追踪一只疫兽。GM判定找到怪物巢穴需要3个检定。第一个检定成功能让角色们到达正确的城区,第二个检定成功能让他们一路追着踪迹到达正确的街道,连着三次检定成功他们就能立刻找到怪物所在的那栋房子。
--------------------------------
劇透 -   :
EXTENDED PROBLEMS
Some problems require a series of successful rolls and tests in order for the best possible outcome to be achieved. All characters are allowed to attempt to solve an extended problem, where only one of them needs to succeed with each attempt in order to move on to the next. The character with the highest relevant value goes first, then the others follow.
-----------------------------------------
Example: The characters are tracking a blight beast in Thistle Hold. The Game Master rules that it requires three tests for the characters to track the monster to its lair. One successful test takes the characters to the right part of town, the second allows the characters to follow the tracks to the right street and with three successes in a row they immediately find the right house.
边栏p172-1
引用
仪式 Rituals
在解决问题时秘术仪式会是十分强大的工具,因此让它们在游戏中发挥应有的作用是很重要的。GM必须追踪记录角色们拥有的以及能从盟友处获得的秘术仪式。
劇透 -   :
Rituals
Mystic rituals are powerful problem-solving tools and it is important that they are used in a way that does them justice within the game. The Game Master must keep track of which rituals the characters have, and which they can gain access to through their allies.

社交挑战 Social Challenges

社交挑战就是玩家们需要通过扮演来解开困境的场合,只有策略和投骰是不够的。自然,在社交挑战之前很可能已经经过了解决问题环节甚至战斗环节,不过在社交挑战中玩家们还必须通过扮演各自的角色来说服某个人或某个势力,以令他们按玩家角色们希望的方式行动。
劇透 -   :
Social Challenges
SOCIAL CHALLENGES are problems and situations where the players will have to roleplay their way out of trouble; tactics and rolling dice is not enough. Sure, a social challenge is often preceded by problem-solving or even combat, but during the challenge itself the players, portraying their characters, must convince someone or some faction to do as the player characters want.
适当的社交挑战 APPROPRIATE SOCIAL CHALLENGES
如果一个很重要的谈判只用几个影响检定就搞定了的话显然是不合适的,要让玩家们通过扮演度过这些难关会才会让人更有成就感。
当角色尝试说服一位位高权重或力量强大的人物、生物或团体,这样的场景就可以构成有趣的社交挑战。即使在与不那么重要的人物交涉时,只要交涉结果依然对角色们具有重要意义时(若成功则会获利而失败则会遭受损失),那么这个场景也够格作为一个社交挑战。
劇透 -   :
APPROPRIATE SOCIAL CHALLENGES
It is inappropriate to solve important negotiations by making a couple of Persuasive tests; it will feel more rewarding if the players roleplay their way through such encounters.
A scene where a powerful person, creature or group must be convinced makes for an interesting social challenge. Meetings with less important persons can also be made into social challenges, if the outcome of the scene (profit from success, cost from failure) is of enough importance to the player characters.
GM的作用 THE GAME MASTER’S ROLE
GM必须决定角色们的目标人物在社交挑战中的得失:如果目标满足角色们的愿望,ta能得到什么好处,ta会失去什么?如果ta决定不按角色们说的来又会付出什么代价?一个场合要能成为社交挑战,一定是玩家角色们既可能成功也可能失败的场合;即使其中一个可能性大于另一个,也要将两种结果的后果都考虑到。
劇透 -   :
THE GAME MASTER’S ROLE
In social challenges, the Game Master must decide what is at stake for the target of the player characters: what does the target have to win from doing as the player characters suggest? What does the target have to lose? What is the possible cost of deciding to do something else? For a situation to be a social challenge there has to be a real possibility for both success and failure on the player characters’ part, even if the odds may lean one way or the other.
社交挑战与统计学 STATISTICS & SOCIAL CHALLENGES
社交挑战本质上来说是不能靠投骰子解决的,不过一些解决问题的要素也是常会涉及的。在解决问题的过程中,角色们能对整体情况更加了解,或者得到更多关于他们即将接触的人物的情报。这些信息都有可能为他们在交涉中提供优势。
另一种做法就是,将社交挑战作为连续问题的最后一环:角色们必须通过贿赂、说服和欺瞒的方式搞定一系列官员、顾问还有守卫然后才能得到面见某位安珀利亚公爵的机会。这需要进行一系列检定,同连续问题的情况相似。这样一来,当游戏进行到角色们最终站在这位公爵面前时,他们要面对的就是一场社交挑战。
劇透 -   :
STATISTICS & SOCIAL CHALLENGES
Social challenges are not solved by rolling dice per se, but some elements of problem-solving are usually involved. By solving practical problems the characters can learn more about the situation, or about the person that they intend to talk to. This way they can gain information that might prove useful during the negotiations.
Another option is to use the social challenge as the last step in an extended problem: the characters must bribe, convince and trick a number of administrators, advisors and guards in order to get an audience with one of the Queen’s dukes. This requires a series of tests, just like in an extended problem-solving situation. The game then turns into a social challenge when the characters finally stand in front of the duke or duchess.
经验值 EXPERIENCE
如果该挑战足够重要——即它的结果会对玩家达成其目标与否产生很大的影响,无论成败——那么即使整个过程中并没有做任何检定,也应该给1点经验值。
劇透 -   :
EXPERIENCE
If the challenge is of enough importance – if it greatly affects the player characters’ chances to achieve their goal by either success or failure – then it should reward them with a single (1) Experience point, even if no success tests were made.
边栏p172-2
引用
社交挑战范例 Example of Social Challenges
  • …以帮男爵干一些脏活为条件让他把玩家角色们从牢里放出来。
  • ...把一条林德龙夸上天,让祂相信玩家角色们都是些杀了也只会令祂掉价的小啰啰,不如放他们走,让他们会向世人传播这位林德龙如何强大可怕的威名。
  • …说服伯爵让出一座城堡;这位伯爵如果不想看着这座城堡化为废墟就必须给角色们加官进爵。
劇透 -   :
Example of Social Challenges
… to make a baron release the player characters from captivity in exchange for them performing some dirty work for the baron.
… to convince a lindworm with delusions of grandeur that the player characters are too insignificant to be worth killing, and that it would be better to let them go so they can spread word of the serpent’s frightfulness.
… to persuade a count into handing over the residency of a keep; the count must choose between letting the characters become vassals, install one of them as baron or to let the keep fall into ruin.

战斗 Combat

在战斗中,所有对抗和敌人都由GM控制,敌人会使用什么能力或特质也由GM决定。不过即使如此,所有的投骰和检定依然全由玩家执行:GM所用的数据(若有)全都作为玩家做投骰时的修正值来使用。
--------------------------------
范例:角色们与一只腐化比蒙兽(beamon)发生了战斗,其精准为11(及角色投骰时有一个-1的修正值)。GM不用为比蒙兽的进攻投骰;玩家在防御时受这只熊的精准属性修正,即玩家投防御-1。若玩家检定失败则比蒙兽命中了角色,若检定成功则比蒙兽未命中。
--------------------------------
劇透 -   :
Combat
IN COMBAT, the Game Master manages all resistance and all opponents, and decides which abilities or traits the enemies are going to use. Even so, all rolls and tests are made by the players: the stats used by the Game Master (if any) work as modifications to the players’ rolls when they make these tests.
-----------------------------------------------
Example: The characters end up in a fight against a tainted beamon with Accurate 11 (which will give the character’s roll a modification of −1). The Game Master doesn’t roll any dice for the bear beast’s attack; the players roll their Defense at −1 instead, thus modified by the bear’s Accurate. The beamon’s attack hits if the players fail the test, and misses if the outcome is a success.
适当的挑战等级 APPROPRIATE RESISTANCE
每个生物/存在的描述中都带有一个挑战等级,分为:弱小(Weak)、普通(Ordianary)、挑战(Chanllenging)、强大(Strong)和超凡(Mighty)。对抗等级由该生物所具有的能力/特质的数量和等级决定,能体现该生物的危险程度。注意,鉴于玩家队伍的配置不同,哪怕面对同样的怪物,不同的玩家组合感受到的难度也会不同。有经验的玩家对能更有效地利用能力和秘术,并能相互取长补短,令团队比单纯的几个角色加起来更强。作为GM你得总结出适合你的玩家的对抗等级,只有这样才能保持战斗的趣味性。对于一支均衡配置了战士、秘术师及游民的队伍来说,以下总结是适用的:
弱小(Weak Resistance):对1名新创建的玩家角色来说是势均力敌的挑战。如果同时有两三个这样的敌人,那么对这个等级的单玩家来说是危险的。
普通(Ordinary Resistance):对新创建的单人角色来说是个危险的敌人。对2名新创建的角色来说是适当的对抗。
挑战(Challenging Resistance):对1名有经验的玩家角色来说是危险的对手。对2名有经验的玩家角色来说是适当的对抗。对一队新创建的玩家角色们来说是个艰难的挑战。
强大(Strong Resistance):对应于一名高经验的玩家角色;即使对于一队有经验的玩家角色来说也是一场挑战。
超凡(Mighty Resistance):实力远高于一名英雄,即使对于一队颇有名气的、经验丰富的玩家角色来说也是一场挑战。
劇透 -   :
APPROPRIATE RESISTANCE
Each creature and being is described as posing a specific level of resistance: Weak, Ordinary, Challenging, Strong or Mighty. Each level of resistance is a guide to how dangerous the creature is, based on the number and level of abilities/traits that it has. Note that the monsters can be more or less dangerous to a specific group of player characters, depending on the composition of the group. Experienced players are going to put their abilities and powers to better use, and help each other in a way that makes them stronger together. As a Game Master, you will soon learn to adapt the resistance to your players so that the battles are kept exciting. For a balanced gaming group, with an even distribution of Warriors, Mystics and Rogues, the following often applies:
Weak Resistance: A fair challenge for one newly created player character. Two or three enemies at this level are dangerous for a single player character.
Ordinary Resistance: A dangerous opponent to a lone, newly created character. Appropriate resistance for two newly created player characters.
Challenging Resistance: A dangerous foe for one experienced player character. Appropriate resistance for two experienced player characters and a clear challenge for a group of newly created player characters.
Strong Resistance: Corresponds to a highly experienced player character; a challenge on its own against a group of experienced player characters.
Mighty Resistance: A far greater threat than any individual hero, and a deadly challenge on its own, even against a renowned group of skilled player characters.
怪物特质 MONSTROUS TAITS
怪物特质(p198, 见这里)是由GM使用于怪物身上来对抗玩家角色的,因此这些特质都是从怪物的角度写的,它们会说明玩家要骰什么检定才能抵抗或避免特质的效果。
劇透 -   :
MONSTROUS TRAITS
The monstrous traits (see page 198) are meant to be used by the Game Master’s monsters against the player characters, which is why these traits are written from the monster’s perspective, so that they indicate what the players must roll to resist or avoid the effect of the trait.
能力 ABILITIES
玩家手册部分的能力都是以玩家角度写的,意味着玩家角色是主动采取行动的一方而敌人是目标。当立场反转,即玩家角色作为能力的目标时,GM只需将成功检定中的属性对调即可。举例来说,如果能力/秘术中写“效果持续至角色[智识←强壮] 检定失败为止”,那么就把公式转化为:效果持续至角色[强壮←智识]检定成功为止。
--------------------------------
范例:大鬼Grumpa受到一名刺客的窒息毒孢攻击。玩家手册是从角色角度写的,描述为:窒息毒孢(专家级扼杀能力)需要通过一个[智识←敏捷]检定才能生效。不过现在是玩家角色处于防御的那一方,也就是说要对调公式中的属性。GM告诉Mira她必须做一个[敏捷←智识]检定,否则就要承受毒孢的效果。
GM还告知Mira,她的成功检定受到-3修正,这是因为刺客的智识为13(-3)。Grumpa敏捷为10,所以Mira必须骰出7或以下的结果才能抵抗住窒息毒孢。Mira投骰,结果为8。于是这位大鬼迎面吃下了刺客的窒息毒孢。

--------------------------------
劇透 -   :
Abilities
The abilities described in the Player’s Book are written from the player character’s perspective, meaning that the player character is the one who acts and the enemy is the target. When the reverse happens, when the player character is the target instead, the Game Master simply reverses the Attributes of the Success test. If the ability or power states that “the effect is ongoing until the character fails a [Cunning←Strong] test”, then the formula must be reversed: The effect is ongoing until the character succeeds at a [Strong←Cunning] test.
---------------------------------------
Example: Grumpa the Ogre is attacked by an assassin armed with Choking Spores. The Player’s Book is written from the perspective of the player characters, and states that Choking Spores (the Strangler ability at adept level) requires a [Cunning←Quick] test to have effect. Yet, in this case, it is the player character that has to defend, which means that the Attributes of the formula switch places. The Game Master informs Mira that she must make a [Quick←Cunning] test or suffer the effect of the spores.
The Game Master also tells Mira that she has a −3 to her Success test since the assassin has Cunning 13 (−3). Grumpa has Quick 10, so Mira must roll a 7 or lower to resist the Choking Spores. Mira rolls her die: 8. The assassin’s Choking Spores hit the ogre right in her face.
对手的作用骰 EFFECT DIE FOR OPPONENTS
同成功检定一样,只有玩家角色需要为能力和秘术的效果投骰。GM在使用任何NPC时都取定值。正因如此,NPC的作用骰都用诸如“4”而不是“1D8”这样的形式表示。所以呢,NPC造成的伤害值是一个固定数值,这时由玩家角色骰护甲。同样,当玩家角色造成伤害,由玩家投骰子,而NPC的护甲是固定数值。如果还不够清楚,那么这么说,一个骰子的固定数值永远是其最高可能结果的一半。
劇透 -   :
EFFECT DIE FOR OPPONENTS
Only player characters roll dice for the effects of abilities and powers, just like with the Success tests. Instead the Game Master uses a fixed numerical value for all non-player characters. That is why the effect value of non-player characters is written as, for instance, 4 and not 1D8. So, damage dealt by a non-player character is a fixed number, while the player character rolls for his or her Armor. Likewise, it is the player who rolls the die when a player characters deals damage, while the Armor of a non-player character consist of a set numerical value. If ever unclear, the fixed numerical value of a die is always half of its highest possible outcome.
边栏p173 -1
引用
为敌人做检定 Making tests for the enemy
注意,有些情况下玩家需要为他们的敌人做检定。这些情况下他们若想获得对角色有利的结果,他们得期望投骰结果高于敌人属性值。
以秘术能力诅咒为例。如果角色成为了诅咒目标,那么该角色每轮都需要为敌对秘术师做一个坚毅检定,然后指望骰出的结果高于敌人的属性值。
劇透 -   :
Making tests for the enemy
Note that there are some situations in which the players are supposed to roll the tests of their enemies. In such cases they should hope to roll over, not under, the enemy’s value – meaning a favorable outcome for the characters. One example is the mystical power Curse. If being the targets of a curse, the characters must make a Resolute test for the hostile mystic each turn, and hope to roll over.
边栏p173 -2
引用
新手战斗小贴士 Combat for Beginners
如何为新手玩家角色建立合适的对抗等级?按照角色人数确定对抗等级。
以下任一敌人组合都适用于一个4人组合的新手玩家角色:
-------------
4个弱小级的敌人
-------------
1个普通级敌人加2个弱小级敌人
-------------
2个普通级敌人
-------------
1个挑战级敌人
劇透 -   :
Combat for Beginners A tip on how to create a balanced resistance for new player characters is to base it on the number of characters.
Four new player characters can face any of the following:
-----------
Four Weak enemies
-----------
One Ordinary enemy and two Weak
-----------
Two Ordinary enemies
-----------
One Challenging enemy

游戏内时间流逝 Time within the game

鉴于角色扮演游戏的冒险历程都是发生在我们的想象世界之中的,我们有必要以某种方式模拟时间的流逝,这样才能知道各种效果各能持续多久(比如炼金灵药或秘术能力),以及用以追踪各个角色采用的移动和各种动作。辛柏隆采用下述分割方式来明确当前正在发生什么。
劇透 -   :
Time within the game
SINCE THE ADVENTURES of a roleplaying game take place in our imagination, we need a way to simulate the passing of time, both to know how long different effects are active (such as the effects of elixirs or mystical powers), and to keep track of the movements and Actions of individual characters. Symbaroum uses the following divisions to clarify what is happening.
场景 SCENES
场景构成了游戏过程的根基,可以将其类比为电影中的场景:一个地点、几名角色以及一个重要的事件(一个挑战)。许多能力和秘术都持续一整个场景。
GM和玩家都可以发起场景——GM可以将玩家带入一场挑战,而玩家可以通过让他们的角色做出某些行为影响游戏世界从而创造挑战。
一个场合要能够被算作场景,它必须要包含一个挑战,即必须含有需要角色们冒风险或付出代价的要素。游戏的经验值机制正是建立在玩家角色活过了多少场景上的。
劇透 -   :
SCENES
Scenes form the basis of gameplay and can be compared to scenes in a movie: one location, a couple of characters and something important that happens (a challenge). The duration of many abilities and powers lasts for an entire scene.
Scenes can be started by both players and Game Masters – a Game Master may introduce the characters to a challenge and the players can have their characters perform actions which make the game world respond in a challenging way.
For a situation to count as a scene, it has to include a challenge and, hence, an element of risk or cost to the player characters. The game mechanic for Experience relies on the number of scenes a player character survives.
间章 INTERLUDE
间章就是不包含挑战的场景。间章通常是个渲染气氛的场景*,玩家角色在其中或讨论重要事项或为未来计划做打算。间章也可以是简单带过的路程描述。间章与场景的区别在于,它们不会给予经验值——因为间章不包含任何挑战或令玩家角色承担风险的要素。
*译注:好吧我知道这说不通,前一节刚说场景要包含挑战;这一节就说不包含挑战的场景是存在的,叫做间章。但是原文如此我能怎样呢,意会吧意会。
劇透 -   :
INTERLUDE
The interlude is a scene without a challenge. It is ofen an atmospheric scene, where the player characters discuss something important or plan for the future. It can also be a briefly described journey. Interludes differ from scenes in that they do not grant Experience. The reason for this is that they lack any challenge or risk for the player characters.
回合 TURNS
当战斗开始,场景被分割为回合;每个回合中玩家角色和敌人都可以执行两个动作,先后顺序由各自先攻决定。当所有人都做完了各自的动作,一个回合结束。
劇透 -   :
TURNS
When a battle starts, the scene is broken down into turns, where each player character and enemy can perform two Actions in an order decided by Initiative. A turn ends and another begins once everyone has taken their actions.

暗影与腐化 Shadow & Corruption

薛猫已翻译,见【CRB-主持人规则】暗影与腐化
上述内容漏掉了表23,在此补上:

表23:生物的暗影 The Shadows of Creatures
生物类型CREATURE 暗影的颜色COLOR OF SHADOW
自然中的生物绿、红、白,有时也会有其它鲜亮的原色
社会性生物金、银、铜,有时也会有其它金属色泽
腐化的生物 疫兽和接近完全腐化的生物的多为黑色和紫色;腐化程度较低的那些则会在原来的颜色上发生一些变化,比如锈蚀的铜、发黑的银、病态的绿色、带有铁锈痕迹的红色或白底上散布着灰色雪花。
劇透 -   :
CREATURE COLOR OF SHADOW
Creature of nature    Green, red and white, sometimes other bright prime colors.
Civilized creature    Gold, silver, copper, sometimes other metallic shades.
Corrupted creature    Black and purple is dominant amongst blight beasts and creatures close to being thoroughly corrupt, while less blight-stricken beings exhibit a slight change in their colors, like corroded copper, blackened silver, sickly green, red with streaks of rust or white with flakes of ashen grey.

特殊规则 Special Rules

这里罗列了一些与规则相关但无法放进前述标题的情况,它们虽然难以分类但依然是游戏规则重要的组成部分。
劇透 -   :
IN THIS SECTION, we have gathered a number of rules-related phenomena that do not quite ft under any of the headings above, but which nonetheless are central parts of the game rules.
游戏队伍内的矛盾 CONFLICTS WITHIN THE GROUP
辛柏隆本意是促进玩家与玩家之间、玩家与GM之间的合作的。游戏假定玩家角色间可能意见不合但其程度绝不会到想要撕破对方的喉咙的地步。如果真到了那地步,那就偏离了这游戏的精神。
不过,如果真遇到了玩家对决的情况,GM应该介入,并问清玩家们到底希望这个情况如何了结。战斗还是可能发生的,但是应该以不涉及骰子的旁白叙述形式直接说完,而且也不要出人命。
当然不能和谐解决争端的情况也是有的,玩家角色间可能有着不可调和的矛盾,这时他们可能利用规则来互相欺骗、误导或其它什么。该情况下,由主动实行这类行为的玩家做检定,而另一方则作为抵抗方。比较常见的情况有,一个玩家想要欺骗另一个玩家或从后者身上偷走什么东西,或者也可能是想将什么东西偷偷放到后者身上。那么就要做一个[隐匿←察觉]检定,当然,其实两个玩家都是知道正在发生什么事的。
--------------------------------
范例:玩家们抓到了一个俘虏,一位人类玩家角色想要拷问俘虏来获得情报。但是Mira的角色Grumpa拦住了ta。GM询问:“你们认为这个展开会如何收尾?”,然后两位玩家就Grumpa轻松地一把推开了小个人类这一结局达成了统一意见。
--------------------------------
劇透 -   :
CONFLICTS WITHIN THE GROUP
Symbaroum is made to facilitate cooperation between players, and between the players and the Game Master. The game is based on the premise that the player characters may have their disagreements, but will not start clawing at each other’s throats. If this happens, then the spirit of the game is lost.
However, if it comes to combat between player characters, the Game Master should intervene and ask the players how they believe the situation can be solved. It may end in actual fighting, but those fights are best handled as a narration without any die rolls and with no casualties.
There can, on the other hand, emerge situations where the player characters have a ferce disagreement and when they can trick, or in some other way mislead, each other by using the rules. The active player in the situation is then nominated to make the test, while the other acts as resistance. A common situation would be when a player character attempts to trick, steal or place something on another player character. A [Discreet←Vigilant] test is then made, even though both players are, of course, aware of what is happening.
----------------------------------------
Example: The players have taken a prisoner. One of the player characters – a human – wants to torture the prisoner for information. But Mira’s character Grumpa steps in. The Game Master asks: “how should this end?” and the players agree that Grumpa the ogre easily shoves the smaller human aside.
毒&酸造成的伤害 DAMAGE FROM POISON & ACID
毒一旦生效,则每轮都会造成伤害且不受护甲影响。若没有人使用解毒剂并成功通过一个[[]智识[/i]检定,则毒会生效至其持续时间结束。
酸每轮生效,不过需要穿透护甲才能实际造成伤害。若要从身体或甲胄上去除酸,则需要有人花费一个战斗动作做智识检定且成功通过(用水、泥或类似的东西将酸洗掉)。
劇透 -   :
DAMAGE FROM POISON & ACID
Poison deals damage each turn, and is not affected by Armor once it has begun to take effect. Poison continues to deal damage until its duration ends, or until someone applies an antidote and makes a successful Cunning test.
Acid attacks each turn and has to penetrate Armor in order to deal damage. Removing acid from a body or armor requires that someone spends a Combat Action and makes a successful Cunning test (washes away the acid with either water, dirt or something similar).
跌落伤害 DAMAGE FROM FALLING
角色从高处落下时受到等于下落米数的伤害。若角色成功通过一个敏捷检定则能落得更优雅,甚至缓解所有的冲击,能有效减少伤害:即计算伤害时从下落距离中减去3米。
诸如水或其它柔软物质能提供一定缓冲作用,再从有效下落距离中减去5米。护甲照常提供保护。
--------------------------------
范例:玩家角色们在过一座绳索桥时桥断了。下落距离为20米,不过这片溪谷的底部布满了厚厚的苔藓和水坑。GM从下落距离中减去5米,因此有效下落距离为15米。角色之一的护甲为1D6;该角色做了敏捷检定并失败了。于是该角色要承受15-1D6点伤害。要是敏捷检定成功了的话,那么伤害就是12-1D6点。
--------------------------------
劇透 -   :
DAMAGE FROM FALLING
A character that falls from a high altitude suffers damage equal to the number of meters fallen. A successful Quick roll allows the character to land better, or even manage to break the fall, effectively reducing the damage: subtract 3 meters from the fall.
Water or other soft substances provide some cushioning effect as well, subtracting another 5 meters from the fall. Armor protects as usual.
--------------------------------
Example: The player characters cross a rope bridge that collapses. The fall is 20 meters, but the bottom of the ravine is covered with thick moss and pools of water. The Game Master subtract 5 meters from the fall, which gives an effective fall of 15 meters. One of the characters has Armor 1D6; the player tests Quick and fails. The character therefore suffers 15 −1D6 points of damage. Had the Quick test been successful the damage would have been 12 −1D6 instead.
非玩家角色介入 NON-PLAYER CHARACTERS INTERVENE
当非玩家角色(NPC)与玩家并肩作战时,有两种处理方法:
1:在当前场景中,将NPC(们)交给一位玩家控制,或者
2:由GM自己控制NPC并概括性地说明他们的行动。
在第二种情况下GM并不需要投任何骰子;GM只需简要说明那名角色做了什么然后发生了什么。NPC的攻击能造成多少伤害、他们能承受多少打击都是可以预估的,其它方面也是如此。总之最重要的一点就是,不用花太多篇幅去扮演他们,GM的注意力更应该放在当前场景的展开以及故事整体的发展上。
劇透 -   :
NON-PLAYER CHARACTERS INTERVENE
There are two ways to handle situations where non-player characters fght on the same side as the player characters:
1: Give them to a player and let him or her control the NPC(s) for the duration of the scene, or
2: handle them yourself, summarily.
The Game Master does not have to roll any dice in the latter case; he or she simply describes what the character does and what happens. The effect of their attacks can be estimated, just like how well they can withstand hits and so on. The important thing is to not play them actively, since the Game Master’s attention should be directed towards the ongoing scene and the story in general.
可选规则 Optional Rules

如果玩家队伍想要改进或替换游戏中某些部分的话,这里提供了一些替代规则。这些可选规则都可以作为模块加进游戏的基本规则里。
可供选用的模块如下:
  • 即死 Instant Kill
  • 重伤调整 Modifications for critical damage
  • 玩家角色可用怪物特质Monstrous traits for player characters
  • 扮演秽物 Play as abomination
  • 经验重骰Re-rolls for Experience
  • 腐化重骰Re-rolls for Corruption
  • 完美命中&笨拙防御Perfect hits and fumbled Defense
  • 人生目标 Life Goals
  • 按比例尺移动Movement by scale
  • 投骰决定属性值 Roll for Attribute Values
  • 特殊经验值Specific Experience
  • 玩家角色间使用影响检定 The use of Persuasive between player characters
劇透 -   :
Optional Rules
HERE FOLLOWS a number of alternative rules for those groups that wish to either develop or alter certain parts of the game. These optional rules are meant to work as modules that can be easily added to the basic game rules.
The following modules are available:
◆ Instant Kill
◆ Modifcations for critical damage
◆ Monstrous traits for player characters
◆ Play as abomination
◆ Re-rolls for Experience
◆ Re-rolls for Corruption
◆ Perfect hits and fumbled Defense
◆ Life Goals
◆ Movement by scale
◆ Roll for Attribute Values
◆ Specifc Experience
◆ The use of Persuasive between player characters
即死 INSTANT KILL
如果玩家队伍想要感受死亡之翼拂过脸庞的刺激赶的话可以采用即死规则:
死亡规则照旧,只有一点不同:若令角色的体质降到0的那下攻击所造成的伤害超过该角色的疼痛极限,则该角色立即死亡。在经受致命一击后这位玩家唯一能做的就是说几句临终遗言了。
劇透 -   :
INSTANT KILL
Gaming groups that wish to feel the wings of death more clearly may use the rule for instant kill:
The rules for dying are used as usual, except when a character is brought down to 0 Toughness by an attack that deals damage which exceeds the character’s Pain Threshold. Such a powerful attack kills the target strait away; all the player character can do is to mumble a couple of memorable last words.
重伤调整 MODIFICATIONS FOR CRITICAL DAMAGE
有些玩家可能觉得严重伤势应该会对之后的成功检定造成影响才对。我们推荐这样想法的队伍使用以下规则:
当生物受到的伤害超过其疼痛极限,那么直到当前场景结束,ta的所有成功检定都会有两次失败机会。若受重伤的是玩家角色,则ta每次做检定都要骰两次并取较差结果(取较高骰值)。若受重伤的是敌人,则玩家可以骰两次并取较好结果(取较低骰值)。当受重伤的生物因自愈或受到治疗而回复了至少1点体质,那么重伤效果结束。
注意,不死者因为理论上不存在疼痛极限所以不受该效果影响;因此这条可选规则会让ta们更强——因为其他人都被削弱了。
劇透 -   :
MODIFICATIONS FOR CRITICAL DAMAGE
To some players, it might seem appropriate for severe wounds to affect the chance of succeeding with future success tests. For these groups, we recommend the following rule:
Whenever a creature suffers damage that surpasses its Pain Threshold, it is given a second chance to fail all success tests till the end of the scene. A player character that is critically damaged rolls twice whenever it makes a test and picks the worst result (the higher number). If it is the enemy who is critically wounded, the player rolls twice and picks the better result (the lower number). The effect of the critical damage lasts until the creature recovers or is healed at least one (1) point of Toughness.
Note that this rule does not affect undead, since they have no Pain Threshold – technically, they become more powerful if this optional rule is used, since everybody else become more vulnerable.
玩家角色可用怪物特质MONSTROUS TRAITS FOR PLAYER CHARACTERS
若其他玩家和GM同意,玩家可以让自己的角色拥有其种族通常不具有的特质,或让自己的角色没有其种族通常会有的特质。
最合理最能保持平衡的做法就是一视同仁地向所有玩家开放这条规则,并且在角色的背景中对特殊的特质给出解释:一名蛮族人可能有着巨人的血统(魁梧),而一名安珀利亚人可能出生时正值异常惊天动地的日蚀事件(惊怖),诸如此类。
所有怪物特质的花费等同于同等级的能力,且玩家角色拥有的等级永远不可超过I级,除非情况特殊或团队公认这能有利于战役。当然,这些奇怪的特征会引来注意,会有对这些玩家角色和ta们的古怪力量抱有不健康的兴趣的人存在也不是不可能的。正如达沃卡的俗话所说:“任何祝福都必然伴随一些诅咒”。
劇透 -   :
MONSTROUS TRAITS FOR PLAYER CHARACTERS
If the gaming group and the Game Master agree, then a player character can either have a trait that is not usually found among its race, or lack a trait that is otherwise common for said race.
The most reasonable is that the balance of the group is kept in check by offering the same possibility to all players – and also that the trait can be explained in the player character’s background: a barbarian may have giant blood in its veins (Robust) while an Ambrian character may have been born during a fateful eclipse (Terrify) and so on.
All monstrous traits cost like abilities at the corresponding level, and player characters should never have higher than level I unless there are some special circumstances or the group feels that it contributes to the campaign. Of course, these strange characteristics attract attention, and it is not unlikely that some people have a strong and clearly unhealthy interest in the player characters and their odd powers. “No blessing that does not bring with it a little curse” as they say in Davokar.
扮演秽物 PLAY AS ABOMINATION
若GM和其他玩家同意,玩家可以继续使用变成秽物的角色。一些团队会觉得这更好地体现这个世界的绝望灰暗,而另一些团队会觉得这样反会减弱腐化的宿命感。
成为秽物后,玩家再也不用计算腐化值了,这可能成为超大的优势。不过,玩家角色也会多出不少狂热的敌人,GM会用这些敌人为玩家角色带来更困难同时也更刺激的挑战。
劇透 -   :
PLAY AS ABOMINATION
A player character that turns into an abomination may still be played, if the Game Master and the group agree. In some groups, this can be something that heightens the misery of the world in a good way, while others might see it as something that detracts from the finality of Corruption.
As a blight born, the player stops counting Corruption, which might be a big advantage. However, the player character also gains a number of very fanatical enemies, which the Game Master can use to make life much more difficult for the player characters. In an exciting way, of course.
经验重骰RE-ROLLS FOR EXPERIENCE
有时候,一切的努力和奋斗最后都要靠一个骰子来决定最终的成败——一次关键的攻击检定,一次致命的伤害投骰,诸如此类。对一些团队来说,如果能重骰这些检定的话会更有趣——当然,要伴随显著的代价。那么可以选用以下机制:
所有投骰结果都可以以永久付出1点经验值重骰。每个动作只可重骰一次。这条规则可以提高角色的存活率,这是件好事,尤其是与即死和完美命中&笨拙防御(见下)规则一同采用的时候。
在后者情况下,游戏队伍得先决定好经验重骰的适用范围,哪些投骰可以重骰而哪些不可以。游戏队伍必须就以下两项统一意见:
  • 能否重骰死亡检定?(建议:不能)
  • 能够重骰笨拙防御?(建议:不能)
劇透 -   :
RE-ROLL FOR EXPERIENCE
Sometimes, it all comes down to a single roll of the die – a critical attack, an important damage roll or the like. For some groups, it is more exciting to be able to re-roll such rolls – for a noticeable cost. The following mechanic can then be used:
All rolls can be re-rolled at the cost of one (1) point of Experience, which is permanently spent. Only one re-roll per Action is allowed. This rule increases the chance of survival for the player characters, which can be a good thing, especially if combined with the rules for instant kill and/ or Perfect Hits and Fumbled Defense (see below). In the latter case, the group must agree which rolls can be re-rolled by spending Experience, and which cannot. The group has to decide:
◆ Can you re-roll a Death Test?
(Recommendation: No)
◆ Can you re-roll a fumbled Defense?
(Recommendation: No)
边栏p179-1
引用
幸运&技能 Luck & Skill
经验重骰规则开辟了一种新的玩法,玩家可以使用一个幸运的角色而不是技能熟练的角色:比如,扮演小孩或十分年幼的角色,这类角色若是有高等级的能力的话会显得很怪,但运气好就比较适合了。
劇透 -   :
“Re-roll for Experience” opens up a different style of play, where a player may choose to invest in a lucky character rather than a skilled one: possible examples are to play a child or a very young person, in which case abilities at high levels might feel inappropriate, while a large amount of luck is more fitting.
腐化重骰RE-ROLLS FOR CORRUPTION
同使用经验重骰一样,游戏队伍也可以选择以腐化作为重骰的代价。
这将每个人都置于黑暗的诱惑之下,即使是不碰奇物的非秘术师也可能会在短期的利益面前滑向堕落的深渊。
所有检定都可以以1点永久腐化重骰。每个检定只允许重骰1次。
劇透 -   :
RE-ROLL FOR CORRUPTION
Just like the possibility of re-rolling tests by spending Experience, a group can decide on a similar solution where re-rolls are paid for in Corruption.
This makes flirting with darkness relevant for everyone, since even non-Mystics without access to artifacts can be lured towards long-term perdition for short-term gains.
All rolls can be re-rolled for the cost of one (1) permanent Corruption. Only one re-roll is allowed for any single test.
完美命中&笨拙防御PERFECT HITS AND FUMBLED DEFENSE
有些游戏队伍可能更喜欢骰子结果大起大落带来的刺激感,那么这些玩家可以使用这条完美命中&笨拙防御规则来增加游戏趣味。
  • 完美命中(攻击检定的1D20骰出1):玩家角色造成额外+1D6伤害
  • 笨拙攻击(攻击检定的1D20骰出20):敌人获得一次针对该玩家角色的借机攻击
  • 完美防御(防御检定的1D20骰出1):玩家角色获得一次针对攻击ta的敌人的借机攻击。
  • 笨拙防御(防御检定的1D20骰出20):敌人造成额外+3伤害。
劇透 -   :
PERFECT HITS & FUMBLED DEFENSE
Some groups appreciate the drama of the dice more than others, and those players can use this rule for perfect hits and fumbled Defense to spice things up a bit.
◆ Perfect Hit (1 on 1D20 when attacking): The player character deals +1D6 damage
◆ Fumbled Attack (20 on 1D20 when attacking): The enemy receives a Free Attack against the player character
◆ Perfect Defense (1 on 1D20 when rolling Defense): The player character receives a Free Attack against the attacking enemy.
◆ Fumbled Defense (20 on 1D20 when rolling Defense): The enemy deals +3 damage.
边栏p179-2
引用
降低频度的完美命中&笨拙防御 Occurring but less common perfect hits and fumbles
如果游戏队伍不希望完美命中&笨拙防御发生的频率那么高但依然希望保留它们,那么建议采用以下方式:当玩家骰出1,那么ta需要再骰一次,若第二次检定也成功了,才算完美命中。反过来也同样;当玩家骰出20,那么ta需要再骰一次,若第二次检定也失败了,才算笨拙防御。这样做既能够保留完美命中&笨拙防御规则又能降低它们的发生频率。
劇透 -   :
Occurring but less common perfect hits and fumbles For those groups that want to have perfect hits and fumbles, but do not wish them to occur as frequently, we recommend that the player who rolls a 1 must make a second roll, and only manages to land a perfect hit if this second roll is successful as well. The same goes for the opposite: if a player rolls a 20, then he or she should roll again and does not really fumble unless that second test also fails. This lowers the occurrence of perfect hits and fumbles, but still has them as possible outcomes.

人生目标 LIFE GOALS
人生目标规则可以作为玩家角色目标的可选项或拓展。人生目标总体上反映了角色的价值观、原则和个人的道德准则,一定程度上体现了角色对于生命和死亡的意义。如果角色已经有想要达成的目标,那么人生目标则更多体现了角色认为人生应当怎样过,以及角色为了达到目标会采取怎样的方式。
鉴于经典冒险通常都是由某个任务驱动的而不是因短期的欲望而推动,所以有时候人生目标比普通目标要更适合经典冒险。有了人生目标,玩家就可以在任务中依照角色的原则来行动,这样能丰富所有人的游戏体验。
人生目标也可以作为个人目标和团队目标的额外补充。这种情况下,这些目标会在团队内造成有趣的摩擦和冲突。要队伍里所有人都有个共同目标是比较容易的,但是他们依然可能就达成目标的手段、为此能做出多少原则方面的妥协以及能否因此伤害他人这些问题而存有争执。
人生目标规则原本的目的是令游戏变得更有趣,提升所有玩家的游戏体验——团队内部的摩擦可能是有趣的,但直白的冲突和无法调和的宿怨只会令人厌烦。因此,需要团队内所有人一起规划人生目标,确保游戏氛围会因此变得更有趣而不是更冗长或充满不和。
在一场接一场冒险的过程中角色的人生目标是有可能发生改变的。角色的冒险历程很可能改变其看待世界的方式,同时也很可能会改变ta对自身的看法。
以下列出一些可作为人生目标的例子:
劇透 -   :
LIFE GOALS
An option – or an expansion – to a player character’s goals is the Life Goal. A Life Goal is a summary of the character’s values, principles and personal moral code, more or less what the character thinks gives life, as well as death, meaning. If goals are what the character wishes to achieve, then the Life Goal is more a reflection of how the character thinks life is meant to be lived, and what the character is prepared to do to achieve its goals.
Life Goals are sometimes better suited for classical adventures than ordinary goals are, since these adventures are usually driven by a mission rather than by short term desires. With a Life Goal, the player can act according to the principles of the character during the mission and thereby enrich the gaming experience for everyone.
Life Goals can also be used in addition to personal goals and the common goals of the group. In such cases, these goals can create interesting complications and friction within the group. Everyone in the group might agree upon what they seek to achieve, but may disagree on how they should go about achieving it, what it might cost in terms of principles and the well-being of others.
The important thing about Life Goals is that they contribute to the game and the shared experience of the group: frictions within the group can be fun, while open conflicts and irreconcilable feuds can be tiresome. Therefore, plan Life Goals together within the group, and make sure that they open up an interesting, rather than a destructive or tedious, group dynamic.
A character’s Life Goal may very well alter between adventures. It is likely that a character’s adventurous life may come to change how the character perceives the world, as well as itself.
Examples of Life Goals can be:
仁慈 (The Way of Mercy):是放过一名敌人或原谅一名行过恶行之人对于一切善的存在来说都是极为重要的。每个人都应被给予一次赎罪的机会。当角色的原则与诸如仇恨或复仇欲望这样的强烈负面情绪相冲突时,即是其人格面临考验之时。你能否证明你是一名内心存有高贵和仁慈的良知之人,抑或只是遵从冲动和欲望的残暴野兽?
劇透 -   :
The Way of Mercy: To spare an enemy that has surrendered or to forgive those who have done evil deeds is essential to everything that is good. Everyone deserves a second chance. The character of an individual is put to the test first when his or her principles collide with strong negative emotions like hate and lust for vengeance. The question is whether you prove to be a brutal beast, or a person with dignity and mercy in your heart.
名誉 (Fame):人皆有一死,只有名誉留存于世。英勇事迹在你生前带来巨大利益,在你死后你的后代也会带着你的名声继续活下去——不论好坏。名誉,就是最接近永生的存在了。
劇透 -   :
Fame: We all shall die one day, and all that remain are our names and reputations. Even in life great deeds can give great advantages, and when you are dead your children will live on with your name, for better or for worse. Fame is actually the closest thing to immortality.
弱肉强食 (Might Makes Right):生命的法则很简单:吃或者被吃。世上并没有对与错,重要的是你能活着夺走多少东西。有些人为了夜能安眠而用冠冕堂皇的漂亮话保护自己,但是一旦到了紧要关头,人都会露出自私自利的本质。当然了,偶尔为了更大利益而与他人合作也不是不可以,不过一旦那些平庸之辈有了拖你后腿的迹象,就是时候甩掉他们了。
劇透 -   :
Might Makes Right: The law of life is simple: eat or be eaten. It is not about what is right, but rather what you can get away with. Some protect themselves with fancy words about principles and values in order to sleep at night, but when everything comes to a head, it is everyone for themselves. Of course, it may be beneficial to work together sometimes, but it is only useful as long as you are not held back by the mediocre.
清心寡欲(The Salvation of the Simple Way):生活原本很简单,只是虚妄的梦想与欲望蒙蔽了人们的双眼。在干得动活的时候干活,饿了就吃,累了就睡——这就是你所需要的全部了。简单之道就是令你获得真正的幸福的唯一方式。
劇透 -   :
The Salvation of the Simple Way: Life is simple, and only by giving up false dreams and imaginary needs can you realize this. To work when you are able, to eat when you are hungry and sleep when you are tired – that is all you really need. It is by walking the simple way that you can fnd true bliss.
血浓于水(The Bond of Family):血脉就是一切,它比任何忠诚的誓言都更重要。你可以四处宣誓示忠,但说到底唯一有意义的只有血脉的联系。无论你是否赞同你的血亲的观点,甚至也不需要他们是好人。家族总是第一位的。如果你连你的血都无法信任,那么这世上还有什么是值得相信的?
劇透 -   :
The Bond of Family: Blood is everything and more important than any other loyalties. You can swear oaths here and there, but in the end it is only the binding bond of blood that means something. It does not matter whether you agree with your relatives, or even if they are good people. Family always comes first. If you cannot trust your own blood, then who can you trust?
完美主义 (Finesse):阻力最小的道路绝不会是你的道路。确保成功地完成一件事永远比不上完美又有型地完成一件事。如果不能尽善尽美地完成,那还不如干脆不做。每天踩着同一座灰暗无趣的水车的生活对你来说等同于每天都向死亡更走近一步。生命有着更精致的存在方式,它能令我们的生活变得更美丽和优雅,而你正希望成为这样的精神精英中的一员。
劇透 -   :
Finesse: The way of least resistance is not your way. To act with style and finesse is more important than always succeeding. If you are not going to do something to perfection, then you better not do it at all. To trudge along on the grey treadmill of life is the same as dying a little bit each day. There is a finer way of existence, which enriches our life with both beauty and elegance, and it is to this spiritual elite you wish to belong.
自由 (The Imperative of Freedom):个体自由高于一切。对团体的责任和对势力的效忠,都是怯懦者不敢面对生活而竖起的保护伞。不要管他人闲事,除非别人主动问你的意见;按自己的意愿而活,不受他人观点的压力所迫——你相信这样才能令生活更美好,也许还能令世界更美好。对你来说,当你躺在临终的榻上,能够说出你的一生活得自由自在、从心所欲,比什么都重要。
劇透 -   :
The Imperative of Freedom: Individual freedom stands above everything else. Duty and oaths of allegiance are the coward’s shield against life. To not meddle unasked in the affairs of others, and to act free from the pressure and opinions of others is the way to a better life – maybe a better world. To be able to say on your deathbed that you have lived free, and followed your heart, is more important than anything else.
慷慨 (The Law of Generosity):分享你拥有的东西是很重要的。要衡量一个社会中仁善的多寡,就是看它如何对待其中的最弱者,而衡量个人的行为也是如此:你是一个好人吗,抑或只是一只蛀虫?如果你的生活有富余,那么就将它与他人分享。
劇透 -   :
The Law of Generosity: To share what you have is essential. The level of kindness within a society is measured by how it treats its weakest members, and the same goes for the actions of individuals: are you a good person or nothing but a little bug? If you live in abundance, then share it with others.
有仇必报 (The Compulsion of Revenge):以眼还眼,以牙还牙——此乃自然法则。所有其他规则都是错误的、故弄玄虚的或在道义上站不住脚的。如果你不对任何对你的冒犯还以颜色,那你又算什么呢,说真的?所有的言语都是空洞的。只有行动才算数。
劇透 -   :
The Compulsion of Revenge: An eye for an eye, a tooth for a tooth – that is the law of nature. All other laws are false, confused or morally weak. If you do not avenge any trespasses made against you, then who are you, really? All that remains then are empty words. Only actions count.
智慧之光 (The Light of Knowledge):理解存在本身即是生命的意义。知识,应当被尊敬、收集、传播并得以发展。成为一个全盘接受日常生活的简单生物,或成为欲望、责任和偏见的奴隶是很容易的。每天当你入睡时,比你早上醒来时更明智;正如当你死去时,你令知识的光辉照入黑暗更多一点——这真是一项值得为其付出一生的重要事业。
劇透 -   :
The Light of Knowledge: To understand existence is the meaning of life. Knowledge is meant to be revered, gathered, spread and developed. It is easy for life to become a simple acceptance of everyday things, and a slave-like following of lust, duty and prejudice. To go to bed wiser than you woke up in the morning, just like knowing that, at the end of your life, you have carried the light of knowledge further into the dark – that is truly a meaningful lifework.
信守承诺 (The Power of a Promise):一个人最重要的品质就是说话算话、遵守诺言。信用,就是一切。当你冰冷地躺在你的坟墓中,其他人会怎么评价你?你是个值得信任和依靠的人,抑或只是个为了个人利益而用花言巧语糊弄别人的人?
劇透 -   :
The Power of a Promise: To stand by your word and to keep promises made, that is crucial for the quality of a person. Reliability is all that matters. When you lie cold in your grave, what will people say about you? Were you a person to be trusted and relied upon, or just someone who said what others wanted to hear for the sake of your own beneft?
自然神圣不可侵犯 (The Sanctity of Nature): 自然是一切存在的基石,应当小心翼翼地对待它。不要索取比你所需要的更多,当你能够时就偿还。将自身与自然孤立——正像其他人那样——是盲目又危险的。必须从妄图滥用自然的自负和愚蠢之人手中保护自然。
劇透 -   :
The Sanctity of Nature: Nature is the basis of everything and is to be handled gently. Do not take more than you need and be sure to give back when you can. To see yourself as separated from nature, like others do, is not only blind, but dangerous. Nature must be defended against those who seek to exploit it out of egoism and stupidity.
秩序为重 (The Necessity of Order):
法律与规则的存在自有其理由,且理应被遵守。规则有时会成为阻碍,但那只是暂时的。从长远来看,法律与规则是能令你与你的子子孙孙免于混沌之害的唯一救赎。
劇透 -   :
The Necessity of Order: Laws and rules exist for a reason and are meant to be obeyed. Rules might sometimes appear to be an obstacle, but that is only temporary. Over time, law and order are the sole salvation from chaos, for you and your descendants.
责任高于一切 (Duty Above All Else):
你所立下的誓言是你生命中最重要的东西。即使权威被证明为错误而又充满缺陷,你依然不会打破你的承诺。这个世界的问题就在于遵守誓言的人太少了,太多人忘记了他们的职责。若一个人没有责任感,那ta就仅仅只是个人欲望和虚荣的奴隶,而得到遵守的誓言会久久回荡于永恒之中。
*译注:中文里对高位者的忠诚和个人的责任感可以是两回事,原文duty微妙…
劇透 -   :
Duty Above All Else: The oath you have sworn is the most important thing in life. Not even if the authorities prove to be false or riddled with flaws can you break your promise. The trouble with the world is that so few stand by their oath, that so many forget their duty. Without a sense of duty a person is merely a slave to its own lust and vanity, while a kept oath will echo through eternity.
财富 (The Refinement of Wealth):
许多人奋斗一生只为追求荣耀、名誉还有信念,但其实真正能流传于世的贵重之物就在他们眼前:财富才是你能留给后人的东西——拥有土地和金子。其它具有价值的有形之物,诸如生意、地产之类的东西也同样重要,因为它们正是能展现其创造者之伟大的纪念碑。不论你是在生前使用还是为了后代积累,财富都是真正推动这个世界向前迈进的东西,正是财富给予了我们微不足道的生命一线存在的意义。
劇透 -   :
The Refinement of Wealth: Many struggle in vain seeking glory, fame and principles, when the only thing that actually lasts is right in front of them: wealth is what endures – to own land and gold. Other concrete things of value, such as businesses, real estate and the like are also important, since they are monuments to the greatness of their maker. Whether it is meant to be used in this life, or to build for future generations, wealth is what drives the world forward and gives a sliver of meaning to a measly life.
按比例尺移动MOVEMENT BY SCALE
在辛柏隆中,移动是个抽象概念;更多时候一个移动被看作一个有意义的动作而不是象征一段确定的距离。一部分游戏队伍可能更希望用比例尺来决定移动动作,这样可以配合小模型在网格地图上使用,或是在格子纸上画”X”来用。若是如此,那么我们建议一个移动动作代表5格(一格是2步或2米)。相邻的生物看作处于近战,若战斗人员之间相隔一个或以上格子,则需要远程攻击。
按比例尺移动的好处是,能更容易看出哪些角色处于近战中,当有谁经过时谁会获得借机攻击,而谁又有LOS。缺点则是需要花更多时间做计划,也许会失去一些戏剧化的趣味,因为动人心魄的战斗转化成一趟数学计算。
劇透 -   :
In Symbaroum, movement is an abstract thing; a movement is more of a meaningful Action rather than meant to symbolize a specifc distance. Some groups may prefer a Move Action to be determined by scale, usable with miniatures on a grid or crosses on a checkered paper. If so, it is our recommendation that a Movement Action represents 5 squares (2 paces or 2 meters per square). Creatures that stand next to each other are engaged in melee combat, and ranged attacks are required if there are one or more squares between the combatants.
The advantages of Movement by Scale is that it is easy to see which characters are engaged in melee combat, who will get a Free Attack when someone passes by and who has an open line of sight. The disadvantages is that it takes more time to plan and may mean a small loss of dramatic effect, since exciting combat is transformed into more of a mathematical exercise.
边栏p181
引用
远程武器和按比例尺移动 Ranged weapons and Movement by Scale
若使用按比例尺移动规则,那么战斗场地本身也应被给予不同属性并被当作一个单独的角色来看待。天坑和沟壑会降低角色的机动性,同时不会妨碍LOS,这对于远程角色是有利的。各种遗迹中可能存在有树木或残垣断壁的地形,它们提供不同程度的防护。不同地形的不同属性与不同敌人类型相结合,可以让每场战斗都拥有独特的策略性。
劇透 -   :
If Movement by Scale is used, then the battlefield should be given different qualities and almost be a character on its own. Sinkholes and ravines reduce maneuverability without obscuring the line of sight, which is to the shooter’s advantage. Terrain with trees or broken columns can be varied by areas with lots of protection in the form of ruins. This, in combinations with varied opponents, allows every battle to be a unique tactical challenge.

投骰决定属性值 ROLL FOR ATTRIBUTE VALUES
如果你的游戏队伍比较老派或者单纯喜欢这样做,那么可以选择投骰生成属性值。最简单的方式就是骰8次2D6+3(每个属性骰一次),然后根据你想要的角色将这8个数值分配给各属性。
劇透 -   :
ROLL FOR ATTRIBUTE VALUES
For groups that are more old-school, or of such an inclination, there is the option to roll dice to generate your Attribute values, rather than doing it by distributing points. The easiest way to go is to roll 2D6+3 eight times (one for each Attribute) and then place these numbers appropriately, according to the character you have in mind.
特殊经验值SPECIFIC EXPERIENCE
标准规则允许玩家按自己喜欢的方式花费经验值,不过也可以以一种更特殊的方式奖励经验值。
特殊经验值意味着玩家只能将经验值花在冒险中用到过的能力上,或用来买新的能力。
劇透 -   :
SPECIFIC EXPERIENCE
Experience can be rewarded more specifically, instead of using the standard model that allows players to spend their Experiences as they see ft.
Specific Experience means that the player can only spend Experience on abilities that were used during the adventure, or to buy new ones.
玩家角色间使用影响检定 THE USE OF PERSUASIVE BETWEEN PLAYER CHARACTERS
游戏队伍得决定是否允许玩家用[影响←坚毅]对抗另一个玩家。有部分人可能认为团队内有社交压力很正常,于是保留这个选项;而有部分可能认为这会损害角色扮演游戏的乐趣:在一个幻想世界中自由行动。两者都没有错,目前的建议是依情况而定,且只在对剧情发展具有十分重大意义的场合才允许对其他玩家使用影响。“不要杀了她”就比较具有戏剧意义,而“把你分到的那部分宝物给我”就不有趣了。比较可行的做法是,就什么时候适用这条规则而什么时候不适用定下一些原则,且规定若受影响的玩家拒绝就不可实行。
劇透 -   :
THE USE OF PERSUASIVE BETWEEN PLAYER CHARACTERS
The group has to decide whether it is allowed to use [Persuasive←Resolute] against other player characters. Some will think that social pressure is a fact within a small group, and therefore keep that option; other groups might think that this ruins the game, since it takes away some of the charm of roleplaying games: to be able to act freely in a fantasy world. Both sides are right. The standing recommendation is to let it vary, and only allow the use of Persuasive against other player characters in dramatically crucial situations. “Do not kill her” is dramatically interesting while “Give me your share of the treasure” is not. To have some guidelines for when it is appropriate and to have the right to veto from the player whose character is exposed to the attempt, is probably a feasible way to go.

« 上次编辑: 2019-06-09, 周日 08:51:31 由 zyupha »
Kick the goblin scum!
Fu*k it bit my anckle.

欢迎光临辛柏隆的翻译区 http://www.goddessfantasy.net/bbs/index.php?board=1650.0