作者 主题: 【DT】主持矩阵的故事比拟&主持矩阵的提示与窍门 P175-178  (阅读 6471 次)

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主持矩阵的故事比拟 RUNNING THE MATRIX AS A STORY METAPHOR

矩阵的设计意图对用户友好。公司想让用户在矩阵中工作和游戏,因此他们要确保在主机设计中有通常的协议。主机并非是某个肉界中特定设备或位置的代表,而是一个自矩阵中形成的虚拟建筑,可以从几乎任何地方访问,而无需担心距离。主机的内部规模和它外表看上去的不同。它是一个自成一体的虚拟环境,拥有不同的边界,一切都是为了主机的目的服务。可能是给大众卖便宜东西,或者是确保研究数据的完整性——极端手段也在所不惜。
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The Matrix is designed to be user-friendly. Corporations want users to work and play within the Matrix, so they made sure there were common protocols in host design. Hosts are not the representations of a specific device or location in the meatspace, but a virtual construct formed from the Matrix that can be accessed from almost anywhere without worrying about the distance involved. The dimensions of a host are different on the inside than might appear from the outside. It is a virtual environment of its own, with different boundaries, all chosen to maximize the host’s purpose, be it selling cheap items to the masses or ensuring—with extreme prejudice—the integrity of research data.
GM如何呈现矩阵内的主机,会决定情节中玩家如何解释其行动和交互。让矩阵的戏剧化的最好方式,就是决定什么样的故事映像(metaphor)对玩家和以此展现矩阵来说效果最好。有些玩家想让情节被做成可视化映像,与其去想象程序和算法,不如去想象虚拟的剑和子弹。其他人很想要挖掘矩阵的深意,以设备、结构、程序和代理模拟未来的体验。
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How the gamemaster presents a host within the Matrix will shape how the players interpret the action and interact with the scenario. The best way to make the Matrix dramatic is to determine which story metaphors work best for the players and present the host in those terms. Some players want the action be cast into a visual metaphor so that they are not imagining programs and algorithms so much as virtual swords and bullets. Others will very much want to delve into the meaning of the Matrix and simulate the futurist experience in terms of devices, structure, programs, and agents.
玩家和GM需要一起找出对他们来说行之有效的矩阵语言,这一章会提供一些选项。这一节是设计来帮GM在设计有趣的主机情节时考虑一些可能的故事映像。(如果你对创建主机内的深层狂奔感兴趣,见〖更深处去〗)。
以下是在主持矩阵狂奔时可以考虑的一些故事映像范例:

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Players and gamemasters will need to work together to find the language about the Matrix that works for them, and this chapter should provide some alternatives. This section is designed to help gamemasters consider the potential story metaphors when designing an interesting host scenario. (If you are interested in the rules for creating a deep run on a host, see Deeper and Deeper, p. 106).
Here are sample story metaphors to consider when running the Matrix:
梦境景观:矩阵遵循着梦的逻辑。它是一个只有强力的入梦者(也就是骇客)才能影响的世界中的元世界。用户天然地理解主机内荒谬的故事逻辑,而按照符合拟感概念的方式进行互动。信息被开发者设计为以非逻辑的方式进行,自动通过设备下载,更像是入梦者理解梦中的环境的方式。用户天然地了解在主机环境中,他们能否纵身一跃,飞过或跳过高楼。骇客能够用梦境演绎把意义赋予情节,让自己了解到主机的流程。
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• The Dreamscape: The Matrix follows the logic of dreams. It’s a metaworld within the world that only the strongest dreamers (a.k.a. hackers) can learn to affect. Users innately understand the nonsensical story logic within the host, while interacting in ways that make perfect sense within the context of the simulation. Information is designed by the developers to be processed non-logically and automatically downloaded via the device, much like a dreamer understands the environment of a dream. Users innately know if they can fly or leap tall buildings in a single bound in the host environment. A hacker can use dream interpretation to assign meaning to these scenarios, giving her insight into the processes of the hosts.
公司罗夏测试:矩阵是创建主机者无意识的反映。罗夏测试是一种用于评估对象的心理学方法,基于对象对一系列墨迹图案的智力和情感反映。有些骇客学会了把主机环境当作反向的罗夏测试,如果阅读得当,它可能会让人了解生产主机的文化和人。一家主营儿童玩具和游乐园的企业想投射出一个欢乐友好的氛围,可能创造出一个反映出他们高尚愿望的主机。尽管意图如此,他们的主机却无可避免地揭示出了一种暗黑的基调,儿童的笑声徘徊,代理眼睛不眨地盯着散布于网域的化身,提醒着玩家这些四散的不被注意的玩具所具有的怪诞本质。
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• The Corporate Rorschach Test: The Matrix is an unintentional reflection of those who create the hosts that populate it. The Rorschach test is a psychological technique used to evaluate a subject based on their intellectual and emotional responses to a series of inkblot designs. Some hackers have learned to read the environment of a host as an inverted Rorschach test that, if read properly, may provide insight into the culture and people that spawned it. A corporation known for children’s toys and amusement parks that wishes to project a happy, friendly atmosphere might create a host that mirrors their lofty aspirations. Despite their intent, their host can’t help but reveal a dark undertone, as the sounds of random children’s laughter linger, and agents that stare unblinking at personas dot the grid, reminding the players of the eerie nature of unattended toys scattered about.
矩阵地下世界:作为地下世界的矩阵是一个阴郁压抑的领域,除了骇客带进来的火花之外,毫无希望。这反映出了地下世界的神秘和对英雄冒险进入的期待,把第四种智慧带向世界。代理变为了失魂的死亡的奴仆,像是化身的可怕判官一样行事。如果GM使用这一桥段,她应当注意描写带有黑暗特征的环境,使用加强情境无助的描述。这里的每场战斗都是史诗般的,因为失败意味着永远被困在这一领域之中。
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• The Matrix as the Underworld: The Matrix as the underworld is a gloomy, depressed realm where hope is lost, save for the spark brought into it by hackers. This reflects the myth of the underworld and the expectations that heroes will venture into it, bringing forth wisdom to the world. Agents become soulless minions of death, performing their functions as macabre judges of personas. If a gamemaster is using this trope, she should take care to describe the environment with a dark quality using descriptions that stress the hopelessness of the situation. Every battle here is epic because to fail is to be trapped forever in this realm.
矩阵洞喻:作为柏拉图洞喻的矩阵是一个大多数用户和代理对于主机真正潜能毫无觉察的世界。在柏拉图的经典寓言中,他把未受真理教育的人们比作被锁在洞穴中,无法转头。他们只能看到洞穴的墙壁。在他们身后,有一堆火在燃烧,把扭曲的影子照在囚犯眼前的墙上。由于缺乏理解所见究竟是什么的概念,囚犯都把影子当成了现实。骇客用真理武装自己,能够打破这些锁链,变成凡人世界中的超级英雄。他们拥有超级力量,能够飞行,拥有接近无穷的力量来对付主机的代理。对这类比拟感兴趣的玩家不会想强调程序,而更专注于虚拟的剑与枪。
译注:这段和柏拉图洞喻毫无关系,看过算过吧

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• The Matrix as the Cave: The Matrix as Plato’s Cave is a world where the majority of users and agents are unaware of the true potential of the host. In his classic allegory, Plato likens people untutored in the truth to prisoners chained in a cave, unable to turn their heads. All they can see is the wall of the cave. Behind them burns a fire, casting distorted shadows upon the wall in front of the cave’s prisoners. Lacking any sort of context to understand what they are seeing, the prisoners assume the shadows are reality. Hackers armed with the truth can break these chains to become virtual superheroes in a world of men. They have super strength, they can fly, and they have near infinite power against agents of the host. Players interested in this sort of visual metaphor won’t look for emphasis so much on programs as virtual swords and big-ass guns.
矩阵奇点:技术奇点假说表明不断加速的科技进步会导致意料外的结果,人工智能会超过人类智慧的能力,脱离人类的控制。这导致社会彻底变化,甚至是文明的结束。这一特点的结论在《暗影狂奔》所涉范围之外,但作为奇点的主机专注于矩阵和技术不断加速的改变步伐,近乎是一种未知却急速靠近的未来。骇客用程序、碟板和智慧对抗波澜起伏的未知之海。如果GM使用这一桥段,她应当注意尽量使用行话,确保玩家融入这一世界。确保每个参与进矩阵的人都已经看过了〖矩阵构成概要〗。
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• The Matrix as the Singularity: The technological singularity hypothesis states that the acceleration of progress in technology and computing power will result in an unintended consequence where artificial intelligence will exceed human intellectual capacity and control. This leads to society radically changing, or even the end of civilization. That particular conclusion is outside the scope of Shadowrun, but host-as-singularity focuses on the ever-quickening pace of the changes in the Matrix and technology as it nears an unknown but fast-approaching horizon. Hackers are armed with programs, decks, and their wits against this choppy sea of the unknown. If a gamemaster is using this trope, she should take care to use the jargon whenever possible to ensure that the players feel immersed into this world. Ensure that everyone involved with the Matrix has reviewed Story Overview of Matrix Components (see p. 167).
« 上次编辑: 2018-04-24, 周二 22:19:03 由 妖猫 »




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主持矩阵的提示与窍门 TIPS & TRICKS FOR RUNNING THE MATRIX

一旦你已经写下了自己的情节,决定好了应用到故事中的比拟,你接下来就要真正主持矩阵了。把矩阵情节插入游戏的真正窍门是依照所有玩家的需要,平衡时间和节奏。这一节会提供达到平衡的提示、窍门与技巧。玩家和GM会需要一起找出最适合他们的模式。
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Once you’ve written your scenarios and decided upon the story metaphor into which you cast the action, you have to actually run the Matrix. The real trick for inserting Matrix scenarios into games is balancing time and pacing with the needs of all of the players. This section will provide tips, tricks, and techniques for hitting this balance. Players and gamemasters will need to work together to find the right methods that work best for them.

增强现实 AUGMENTED REALITY

增强现实把矩阵狂奔和传统狂奔的物理本质融合在一起。杂讯,或者仅仅是超强的防火墙,都能阻止骇客从安全距离接入安保系统。骇客过去的好日子结束了,再也不能躲开战斗,独自待在矩阵。要想成功,骇客可能需要与伙伴们一起亲身参与到狂奔中去。他们必须留意肉界和电子空间发生的事情,有时候同时看到两种现实相互覆盖。这一技巧要求GM仔细追踪两方面的情节,实时向玩家反馈次级。以下是一些给GM的提示,在游戏中充分利用这一方式。
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Augmented reality mashes together the Matrix run with the physicality of the traditional run. Noise, or simply an overwhelming firewall, can prevent a hacker from accessing a secure system from a safe distance. The good ol’ days of hackers hiding away from the action alone in the Matrix are over. To be successful, hackers may need to get personally involved in the run with their fellow shadowrunners. They must keep an eye on the happenings in meatspace and cyberspace, sometimes seeing an overlay of both realities at once. This technique requires that the gamemaster keep close track of both scenarios and feed stimuli to the player in real-time. Here are a couple of tips for gamemasters to get the most out of this method into their games:
检定:GM应该把骇客的检定散布在其他玩家的检定中,从而不破坏两组之间的游戏。在战斗轮中,角色限于他们的行动和情节的节奏。骇客必须在监视矩阵的同时确保安保守卫不会从背后给你一枪。
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• Rolling Tests: Gamemasters should intersperse the hacker’s tests with those of the other players so as not to break up the gameplay between the two groups. During Combat Turns, characters are limited by their actions and the pacing of the scenario. A hacker has to monitor the Matrix while also making certain a security guard doesn’t pop a cap in her ass.
战斗中骇入:确保情节包括那些骇入可以直接影响到的地方。如果小队对安保摆好了架势,要求支援的呼叫发出,骇客也许能延后这条信息,甚至能改变它的路线。骇客能够封锁入口、干扰监视设备、开锁,还有打断通讯。
变砖:有足够技术的骇客能够砖化敌人的装备,利用他们的通讯链,让他们的生活更悲惨。

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• Hacking During Combat: Make certain that the scenario includes areas that hacking can directly affect. If the team is squaring off against security and a call for reinforcements goes out, the hacker may be able to delay the message or possibly reroute it. Hackers can seal entrances, jam monitoring equipment, open locks, and disrupt communications.
• Bricking: A hacker with enough skill can brick enemy gear, tap into their commlinks, and generally make their lives miserable.

并列 JUXTAPOSITION

并列是GM在发生在肉界和矩阵中的场景中前后切换时使用的手段。这一技巧需要对很多掌握时机和即兴创作,确保玩家对故事流感兴趣。以下是一些给GM的提示,把这一手段引入到游戏之中:
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The Juxtaposition method is when the gamemaster flips back and forth between scenes that occur in meatspace and the Matrix. This technique requires a good deal of timing and improvising from the gamemaster to ensure that all of her players are interested in the flow of the story. Here are a couple of tips for gamemasters to introduce this method into her games:
定时器:这一技巧涉及到在两个情节中,以预先决定的时间间隔来回切换。(我们推荐设定一个比例,偏向于更大的那组玩家。比如,如果有4名玩家,而只有一个参与了矩阵情节,GM可以合理地把时间比例设定为3:1。)我们的大脑能够对压力做出反应,而这会刺激固定冒险的兴奋感。闹铃响后,GM立刻切换到另一个场景,即便停在一个行动的中间。这一行动并不会丢失,而是在场景切换回来之后立刻开始。
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• The Timer Method: This technique involves switching back and forth between the two scenarios during a pre-determined interval of time. (We recommend that you set a ratio that favors the larger group of players. For example, if there are four players and only one of them is involved in the Matrix scenario, a gamemaster might reasonably set a time ratio of 3:1. Our brains are wired to react to pressure, and this simulates the excitement of a solid adventure. The gamemaster immediately switches to the other scene as soon as the buzzer sounds, even if it ends in the middle of an action. The action isn’t lost, but instead takes place immediately upon the scenario shifting back to the scene.
戏剧性节奏蒙太奇:蒙太奇建立在情节间的相互作用上,像是导演把电影剪辑成最戏剧性的节奏。GM沿着单个情节的主线,直到它戏剧性地到了该切换的时候。如果情节被设计为相互映照,即便聚光灯没有照在自己角色身上,玩家也会对发展的故事感兴趣。
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• Dramatic Pacing Montage: The pacing montage builds on the interplay between scenarios much like a director cuts a movie for the best dramatic pacing. The gamemaster follows the thread of a single scenario until it is dramatically appropriate to switch. If the scenarios have been designed to mirror each other, the advancing story will keep the players’ interests even when the spotlight isn’t on their character.

神谕 ORACLE

神谕手段意味着是在骇客角色处在行动的场景之外,作为虚拟哨兵,帮助狂奔者解决安保问题、上锁的门,还有骚扰敌人,让小队保持处在正道。这一手段的问题是骇客很少面对风险,会降低她场景的紧张感。不过,如果GM预先准备,就可以用这些技巧给予骇客特别关注,而无需从其他角色那里抢走太多的戏份。以下是一些帮GM把这一手段用在游戏中的提示:
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The Oracle method is when the hacker character is offstage from the action and serving as a virtual scout helping the shadowrunners with security problems, locked doors, and harrying the opposition to keep the team on track. The problem with this method is that the hacker is often less at risk, reducing the tension of her scenes. However, if the gamemaster prepares ahead of time, she can use these techniques to give the hacker special attention without stealing too much of the spotlight from the other players. Here are a couple of tips for gamemasters to use this method in their games:
希区柯克式紧张感:希区柯克式紧张感需要GM的一点计划,而且玩家正在矩阵场景之中。GM在实际游戏之前的一点时间,主持这一场景。这样骇客角色会获得GM的全部关注,而其余的游戏节奏不会被拖缓。GM保持追踪矩阵场景的节奏,然后允许骇客角色在合适的时候与肉界互动。潜在的不利之处则在于这需要GM和扮演骇客的玩家花费更多的时间,而且可能导致骇客等待他下一次登场机会时,场景趋于平静。
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• Hitchcock Tension: The Hitchcock Tension method requires a bit of planning from the gamemaster and the players running the Matrix scenes. The gamemaster runs that scene ahead of time before the actual game. This way the hacker characters get the full attention of the gamemaster, but the rest of the game’s pacing doesn’t lag. The gamemaster keeps tracks of the beats of the Matrix scene and then allows the hacker character to interact with the meatspace game when appropriate. The potential downside to this approach is that it requires more time on the part of the gamemaster and the person playing the hacker and may lead to lulls in the action while the hacker waits for his next opportunity to get on stage.
计划成功:通常,骇客玩家会感觉被大量的可能选择淹没。一个让情节有组织起来的办法是与玩家一起,建立一个细致的清单,写着她想要做的事情,并且把它当作情节的背景。GM应当要求他们写下骇入的步骤,开始于她计划登录的网域,然后穿过矩阵抵达主机。一旦攻破系统的步骤被指定好,GM就可以沿着计划,只在最戏剧性的时间点要求投骰。在骇客制定计划的同时,GM可以和其他玩家一起完成肉界的任务,比如搜集情报、盯梢,或是收集装备。
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• Planning for Success: Often, the player of a hacker will feel overwhelmed with the sheer number of choices available to her. One method to organize the scenario is to work with the player to develop a detailed list of what she intends to do and use this as the background of the scenario. The gamemaster should ask them to write down the steps of her hacking, starting with the grid she plans to access and then progressing through the Matrix to the host. Once the steps for breaching the system have been mapped out, the gamemaster can review the plan and then ask for rolls only at the most dramatic points. While the hacker is creating this plan, the gamemaster can work with the other players performing tasks in meatspace, such as legwork, surveillance, or gathering equipment.
全给关掉!:GM可能会觉得包括矩阵场景会让情节过于复杂,因此决定把骇客的角色限制于NPC(或者可能根本没有玩家扮演骇客角色)。这一角色变成了通讯链中的声音,在戏剧性关头帮助狂奔者——比如开门、解锁数据保险箱、破锁。小心不要让NPC以牺牲玩家利益为代价扮演英雄。但谁知道呢?也许骇客太酷太有用,玩家们会试着尝试这一类型。
译注:Shut Down All the Garbage Mashers on the Detention Level!是一句星战梗,这里大概只有Shut Down的意思吧……

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• Shut Down All the Garbage Mashers on the Detention Level!: A gamemaster might feel that including Matrix scenes would overcomplicate the scenario, and so decide to restrict the hacker role to an NPC (or there might not be any players with a hacker character). This character becomes a voice on the commlink that can help the shadowrunners when it is dramatically appropriate—such as opening doors, unlocking data safes, and busting locks. Be careful not to allow the NPC to play hero at the expense of the players. But who knows? Perhaps if the hacker proves to be cool and useful, players will be tempted to try the archetype.
« 上次编辑: 2018-04-24, 周二 22:18:06 由 妖猫 »