作者 主题: 【暗影狂奔第五版核心规则书翻译】非玩家角色 NON-PLAYER CHARACTERS (p.339-343)  (阅读 6276 次)

副标题: 翻译:秘银の枫叶 校对:妖猫

离线 妖猫

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非玩家角色 NON-PLAYER CHARACTERS

非玩家角色(NPC)是GM工具箱中必不可少的工具。NPC们赋予故事背景以生命与个性,使其对玩家而言更具互动性和娱乐性。无论NPC们是就出现一次,还是在跑团过程中反复出现,GM都应该尽量让他们令人难忘。
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Non-player characters (NPCs) are an essential tool in the gamemaster’s toolbox. NPCs bring life and personality to a setting, making it more interactive and entertaining for the players. Whether NPCs appear only once or recur through multiple sessions, a gamemaster should endeavor to make them memorable.

描写 DESCRIPTION
很明显,开始创建NPC的起点就是明确他的基本特征:种族,性别和外表。在规划时,GM可以简单地列出NPC的重要方面,或者写一个简短的叙述性描述,当角色首次出现的时候可以读给玩家。对于普通或者短命的NPC,简短的描述可能就足够了。如果角色将在跑团过程中发挥重要作用,或者角色再度登场,GM应该在描述中加入更多细节。
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An obvious place to start when creating an NPC is defining their essential features: race, sex, and appearance. When planning, a gamemaster can simply list the vital aspects of the NPC or write a short narrative description that can be read to the players when the character is first introduced. For very basic or short-lived NPCs, this simple description is probably enough. If the character is to play a significant role in the run, or if the character is to recur, the gamemaster should put more detail into the Character's description.

是什么身体特征让角色独特而难忘?他们有没有特别的穿衣风格?独特的纹身、穿孔或其他标记?他们有没有赛博改造或者其他可见的殖装?对于重要的角色,GM应该为其创造1~3个身体方面的独特风格。这有利于将角色的印象固定在玩家的脑海中。如果你处理得很好,可以在NPC长时间缺席后再度出现时,通过描述一个有趣的细节,将玩家对于他的记忆唤醒。例如,“这是安纳托利,那个手指上戴着花哨戒指的胖子。”
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What makes this character memorable, or unique, physically? Do they dress a certain way? Have distinctive tattoos, piercings, or other markings? Do they have cyberware or other visible augmentations? For significant characters a gamemaster should create about one to three physically distinctive qualities. These will serve to make the character memorable, fixing them in the minds of the players. If done well, the gamemaster could bring the NPC back after a long absence and recall him to the players' memories through a quick description of a telling detail (e.g., “It's Anatoli, the fat guy with the gaudy rings on all his fingers”).

下面有一个范例身体特征表,可以投骰决定不同的特征。这绝不是一个详尽的列表,GM也不必遵照投骰结果来制定特征,它只是为你设定身体特征提供一点提示。
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Below is a list of some sample distinctive traits that can be randomly rolled. This is by no means an exhaustive list, nor is the gamemaster required to keep whatever they rolled, but it can serve to prompt creativity.

 身体特征表 PHYSICAL TRAITS TABLE         
   1D6结果        特征   
   1   纹身、穿孔、珠宝   
   2   独特的穿衣风格   
   3   独特的发型   
   4   明显或独特的殖装   
   5   在同泛人类型中特别高/矮   
   6   异常干净/脏   

个性 PERSONALITY
GM在明确了NPC的身体特征后,应当明确他的个性。他们行事风格如何?他们谈吐如何?他们喜欢什么又讨厌什么?他们害怕什么?对于简单或者短命的NPC,简单的一句话就可以解决问题。对于普通的NPC,让他们难忘的最快方式就是给予他们一个非常刻板印象的个性。由于玩家不太会跟这类NPC进行大量互动,让他们只展现出单一的一面没有什么坏处。因此,他们的个性可以简单定义为“吵闹、胡言乱语、焦躁不安”、“阴郁而又忧心忡忡,总是小声说话”或者“聪明但轻浮且心不在焉”。
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After defining an NPC physically, a gamemaster should define their personality. How do they act? How do they talk? What do they like and what do they hate? What are they afraid of? For simple or short-lived characters, this can be as simple as a single sentence. When defining the personality of a basic NPC, the quickest way to make them memorable is to choose a stereotyped personality. Since the characters will not be interacting with the NPC a great deal, there is no downside to making them fairly one-dimensional. Thus the personality definition can be something as simple as “loud, babbling, and twitchy” or “sullen and brooding, always talking in a low voice” or “brilliant but flighty and absent-minded.”

对于更重要的NPC,应该为他们的个性写一个短段,这样可以更详细的介绍他们的特殊怪癖和特点。重要NPC的个性应当避开那些简单的刻板印象,更加细微且多面。虽然他们的个性的初始灵感可能来源于刻板印象,但是GM应当进行调整和拓展,直到角色如同活生生的人一般完整和真实。创建一个招牌式的个性来让玩家记住某个角色并不是坏事。也许他们有特别的怪癖,独特的说话方式或是其他让人特别难忘的风格。虽然这些怪癖有助于帮助玩家记住这些角色,但是这不应该成为全部或大多数NPC的个性。
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For more important NPCs, there should be a short paragraph defining their personality, which can go into more detail about their particular quirks and traits. Personalities of significant NPCs should avoid simple stereotypes and be more subtle and multi-faceted. The initial seed or idea for the character's personality could originate from a stereotype, but the gamemaster should begin to alter and expand upon it from there until it is more fully developed and believable as a person. It's not a bad thing, though, to create some sort of trademark aspect of the character's personality to help the players remember the character. Maybe they have a particular quirk, style of speech, or mannerism that makes them especially memorable. While this quirk will help remind the players of the character, it shouldn't define the whole or even the majority of the NPC's personality.

下面有一个范例个性特征表。与身体特征一样,这也不是完整的列表,只是为了在你设定个性时提供一点提示。
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Below is a list of some example personality traits that can be randomly rolled for an NPC. As with the physical traits, this is by no means an exhaustive list of choices but is presented in order to prompt creativity.

个性特征表 PERSONALITY TRAITS TABLE         
   1D6结果       特征   
   1   一触即发的暴脾气   
   2   容易分心   
   3   种族主义者   
   4   不停咯咯笑   
   5   经常喝高/吸high   
   6   和任何人/每个人调情   

背景 BACKGROUND
编写NPC个性的时候为其设定一个背景是很有价值的。这个背景包含了人物的人生小传、那些塑造他们性格的重大事件,以及对于他们现在状况的详细描述。现在人物在做什么?他们为自己还是为谁工作?他们有朋友、同事、家人、恋人或者敌人吗?很多这样的信息并不会直接出现在在跑团中,但是GM扮演这些角色的时候,这些信息将有助于理解角色为何要这样行动。人物背景的内容完全可能成为今后跑团的引子或者在需要时作为即兴剧情出现。
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While writing the personality of the character, it can be valuable to develop a background for the character. This background includes a brief history of the character's life, the major events that shaped their character to this point, along with a more detailed description of their current situation. What is the character doing right now? Do they work for someone, or are they on their own? Do they have friends, associates, family, lovers, or enemies? A lot of this information may never be directly used in any game session, but it can be very useful to the gamemaster when roleplaying the character to understand why the character behaves the way they do. It is entirely possible that the background content will provide seeds for future runs or be used as part of improvised plots should the need arise.

动机MOTIVATIONS
NPC的身体特征与个性确定了这个角色的普遍状态,而他们的动机将决定他们将如何与GM的故事互动。明确一名NPC的动机不仅仅是玩家的“敌人”或者“盟友”那样简单。第六纪充满各种人和各种权力集团,他们有着一系列相互冲突、重叠或者完全不兼容的目标。一个人是敌是友只不过是由观点和情境决定的,而且很有可能随着时间而变。GM可以通过一整套动机与目标来描绘NPC,使其更加真实可信。此外,当玩家做出一些GM意料外的行为时(他们迟早会做的),拥有一整套或者更详尽动机的NPC将为GM继续剧情提供支持,而且仍能保持NPC角色性格完整。
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While the physical description and personality of the NPC define the character for any situation they might be in, their motivations define how they will interact with the gamemaster's story. Defining the motivations of an NPC goes beyond simply casting them as “ally” or “enemy” to the player characters. The Sixth World is full of people and power groups that have an array of conflicting, overlapping, or completely incompatible goals. Whether someone is friend or foe is a matter of perspective and situation, with the potential for the same person to drift between them as time goes on. By defining a full set of goals and motivations for a character, the gamemaster will be able to portray the NPC in a much more believable and realistic manner. Furthermore, when the players take actions that the gamemaster did not expect them to take (as they inevitably do), having a full set, or even a strong idea, of motivations for an NPC will give the gamemaster the resources to continue the story and maintain the integrity of the character.

举个例子,GM设计了一位无情的公司高管,计划推进一个摧毁自然栖息地的项目来使自己平步青云,扩张势力。这个角色被设计为玩家长期的邪恶对手,拥有强烈的个人野心却毫无道德可言。GM希望玩家能够站出来反对这个项目,从而与这个公司高管对立。然而,在意想不到的转折中,PC最终表示并不同情受公司扩张计划影响的人。事实上,PC发现和这位高管合作将会有利可图。由于GM最初将这名高管设计为玩家的对手,所以并没有设计他如何与玩家合作。不过,由于GM详细制定了他的动机,所以他未来的计划是已知的,GM可以用来构筑新的(画风突变的)故事。
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For example, say a gamemaster had designed a ruthless corporate executive with plans to push forward a project that destroys a natural habitat while advancing his own career and expanding his power. This character was written to be a persistent villain for the players, with a strong personal ambition and ruthless morals. The gamemaster expected the players to oppose the project and thus come into opposition with this corporate executive. However, in an unexpected twist, the player characters ended up not being at all sympathetic with the people affected by the corporate expansion. In fact, the players saw there was good money to be made in working for and with the executive behind this project. Since the gamemaster was planning on the executive being in opposition to the players, there were no notes on how the character would work with the players. Since the gamemaster wrote a detailed set of motivations for the executive character, though, his future plans are known and the gamemaster can use that to build the (now suddenly different) story.

明确角色的动机需要回答两个问题。首先,这个角色想要什么?其次,他们为什么要这个?
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Defining a character's motivations is done by answering two questions. First, what does this character want? Second,why do they want it?

角色想要的通常与狂奔的情节有关,甚至可能是整个战役的核心。应当确保至少有一个角色或者组织的目标与故事的最重要的部分有关。这样做就很容易让角色卷入与其他方(例如PC)的冲突,说不定结束之后也会结下梁子。简单地创造一些拥有共同目标的角色并不是什么坏主意,特别是开始的时候。但是如果剧情反复的聚焦于有共同目标的角色,这会使他们显得重复,而且容易预测。此时GM可以通过添加一些动机与剧情的焦点有少许关联,但是并非主要冲突中的角色,提供更有趣的选择和推动剧情发展的机会。这些角色可能时而和主角们有冲突,时而帮助他们,或者就是袖手旁观。所有这些都提供了有趣和多样的故事机会,增加了玩家的选择,并使得游戏体验丰富多彩。
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What the character wants is often something relating to the plot of a run or perhaps the focus of an entire campaign. There should always be at least one character or group whose goal is to be the centerpiece of the story. This will readily bring the character into conflict with any other parties (such as the players) in the plot that may also be after the goal in question. Simply creating characters that all have the same goal is not a bad way to go, especially for a start. If plots repeatedly focus only on certain characters who share the same goals, however, it can make them repetitive and predictable. Where a gamemaster can start providing more interesting choices and plot opportunities is in adding characters with motivations that are related or ancillary to the focal point of the plot, but not necessarily part of the main conflict. These characters could sometimes be in conflict with the main parties, sometimes assist them, or just be bystanders. All of this provides interesting and varied story opportunities, opens up increased player choice, and makes the story a more rich and varied experience.

举个例子,这次或这几次狂奔的主要情节是试图阻止公司在玩家想保护的区域收购以及摧毁低成本住宅区。显然,负责该项目的公司经理的目标是获取房地产并推动发展,而玩家们试图阻止这一切。为了将一个第三方加入到故事里,这里可以设定一个在该地区开展业务的强大的犯罪集团。他们的目标是从犯罪行为中不断获利,那他们会受到公司发展计划什么样的影响呢?也许玩家可以说服他们公司的变化将对他们的运营不利,或者公司经理决定与他们达成交易,对他们的行为视而不见,甚至帮助他们隐藏在权威部门的眼皮子底下,以换取他们的合作。犯罪集团的地区首领可以以各种不同的方式进入剧情。另一个可以加入剧情的角色是打算在当地再次竞选的政治家。他们是否会接受公司的政治献金以帮助公司在该地区发展?他们是否确信反对计划将会赢得当地居民的支持?如果GM想添加另外的故事元素,那么政治家的竞选纲领中,会有打击当地犯罪集团的计划。这使得政治家与犯罪集团有了冲突,但是玩家是否可以从他们中的某一方(或双方)中获得支持,来阻止公司的计划?
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For example, the main plot of a run or series of runs could be the players attempting to stop a corporation from buying out and destroying the low-cost housing in an area the players want to protect. Obviously the goal of the corporate manager in charge of this project is to acquire the properties and push forward the development, while the players are trying to stop this. To put a third related party into the story, there may be a powerful criminal syndicate that is operating in the area. Their goal is to continue to make money running their criminal operations, but how will they be affected by the corporate development? Maybe the players can convince them that the corporation's changes would be bad for their operations, or maybe the corporate manager decides to strike a deal where he turns a blind eye to their operations, or even helps to conceal them from the authorities, in exchange for their cooperation. The local head of the criminal syndicate could come into the story in many different ways. Yet another character to add to the plot could be a local politician, looking for re-election in the area. Do they take campaign contributions from the corp in exchange for helping with the development? Can they be convinced to oppose it to gain support from the local residents? If the gamemaster wants to add yet another story element, part of the politician's campaign platform could be a crackdown on the criminal syndicate operating in the area. This puts the syndicate in conflict with the politician, but can the players use this to gain the support of the syndicate or the politician (or both!) in their goal of stopping the corporation?

另外,比起仅仅引入这些组织的领导人,引入更多的角色将会比较轻松。他们很容易就能拥有多位助手、下属、亲戚之类。他们每个人都会有自己的动机,而且很可能和他们老板的动机有些许的(或完全的)偏差。就这样,通过给其中的一些主要角色明确动机,将创造出更加丰富多彩的故事。
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Additionally, there can easily be more characters involved than just the leaders of these organizations. Each of them could easily have multiple aides, assistants, cronies, and underlings, each of whom could have their own motivations that could be slightly (or completely!) different than those of their boss. Just like that, by defining the motivations of some major characters, a rich and multifaceted story is created.

角色为什么想要做一件事和他们想做什么一样重要。很多角色可能具有相同的目标,但是缘由则可以多种多样,这可以为这些角色设定完全不同的方向。设定缘由时GM生成的信息,可以服务于之后的剧情或者因玩家全新的方向而进行的即兴表演。如果GM明确了角色追求某一目标的缘由,那么他的行动将会具连贯性。随着故事情节的展开和剧情的推进,NPC的行动将显得更有条理。这并不意味着他们行动的缘由应该显而易见,但是连贯性是必须的。
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Why the character wants something is just as important, if not more, as defining what they want. Multiple characters can have the same goal but have very different reasons for wanting it, and this can set completely different directions for those characters. In defining why, gamemasters will generate information that can be drawn upon for future plots or when improvising because the players have taken a completely new direction. A character's actions will be much more consistent if a gamemaster has defined why they pursue particular goals. As events in the plot transpire and the story moves forward, the actions of the NPC will have a method to them. This doesn't mean that the “why” motivation must be obvious, but it does need to be consistent.

通常,确定NPC为什么想要达成某一目的的同时,也会描述在达到目的后他们会怎么做。但是,GM同时也需要明确他们停止追寻目标后会去做什么,为了达到目的会采取什么样的措施、利用什么样的资源,以及他们什么时候会停手并放弃。这些设定在发展涉及该角色及其目标的剧情时是相当有用的资源。最后,明确角色缘由的同时也可以提供一个在之后故事中重新引入角色的机会。比如他们可能有了个新目标,但是(通常来说)缘由却是和以前一样。
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Often, defining why an NPC wants to achieve a goal involves describing what they will do if they achieve it. However, a gamemaster should also define what they will do if they are stopped from achieving their goal, what measures they will take and resources they are willing to use to achieve it, and at what point they will give up on their goal and move on. These aspects will prove valuable as a resource for developing future plots involving the character and that goal. Finally, defining the why of the character's motivation could also provide an opportunity to re-introduce the character in a later story, where they may have a new goal they are trying to achieve, but for (generally) the same reasons as the previous one.

引用
范例 EXAMPLE
GM汤姆正在写一段关于荒野深处魔法力量的剧情,那里曾属于加拿大,如今则属于美洲原住民国家。这个地方是部族中长老和萨满的先祖圣地,每年都会举行盛大的节日庆典。当地的部落颇受周围邻人的尊重,这个圣地也是他们自豪的源泉。部族小心地从圣地采集法器载体,手工制作法器,通过和当地频繁出没的走私犯交易来赚一点点钱。部落对于魔法圣地的文化认同相当强大,以至于绝大多数部族成员愿意用生命来捍卫圣地的安全。最近,有两伙人对圣地产生了浓厚的兴趣。
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Tom, the gamemaster, is writing a plot about a place of magical power deep in the wilderness of what was formerly Canada, now part of the Native American Nations. The spot is an ancestral holy site for the tribal elders and shamans, with annual festivals of great significance being held there. The local tribe is well respected by their neighbors, and the site is a source of great pride for them. The tribe makes a small amount of money carefully harvesting handmade telesma and foci from the site, trading with smugglers who operate frequently in the area. The cultural identity of the tribe has become so enmeshed with the magic site that most members would be willing to die to keep it safe. Recently, two other parties have become interested in the site.

阿格尔·努米安(Argel Numian)是亚特兰蒂斯基金会中一位很有势力的成员,他在研究古代失落魔法的文献时了解到了这个圣地。他的研究表明,这个圣地的巨大魔法强度很可能来源于隐藏在圣地内的连当地人都不知道的强大神器。他想前往圣地,小心地发掘神器,然后宣称其为亚特兰蒂斯基金会所有。阿格尔相当清楚挖掘并拿走神器将会毁掉当地人的圣地。他愿意通过一些间接的非法行为给当地人施加巨大压力来获得控制权。阿格尔倾向于秘密行动,但是他更愿意自己做一些脏活。他可以从亚特兰蒂斯基金会中获得丰富的资源,例如一小股训练有素的特工,多种异种装备包括魔法道具和怪物。他同时也知道亚特兰蒂斯基金会需要维持公众形象,哪怕此地偏远,如果事情败露,有了他(也就是亚特兰蒂斯基金会)参与的证据,他们在此地的行为将不利于组织。相较于获得神器,他更重视自己在亚特兰蒂斯基金会的地位和前途。如果获得这个神器过于困难,还有别的东西可以找。
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Argel Numian, a powerful member of the Atlantean Foundation, learned of the site while researching ancient texts of lost magic. Argel's research indicated that the site has such potent magic because an artifact of significant power is hidden there, unknown to the natives. He wants access to the site so he can conduct a careful excavation of the area, discover the artifact, and claim it for the AF. Argel is well aware that the excavation of the area and removal of the object will ruin the site for the natives. He is willing to exert considerable pressure on the natives to gain control of the site, through illicit and generally indirect means. Argel prefers to work covertly, but is willing to do much of the dirty work himself. He has significant resources to draw from the AF, including a small number of highly trained agents, and a variety of exotic equipment including magic items and critters. He also knows that the Atlanetan Foundation has a public image to maintain, and although the area is fairly remote, public exposure and proof of his, and thus the AF's, activities in the area would be extremely damaging. He values his position in and future with the Foundation more than acquiring the artifact. There will be others to acquire, if this one proves too difficult.

叶狩五郎(Gorou Hakari)是洞悉资源(Insight Resources)公司一名无情的执行官,这家公司是三津滨电子科技的子公司,主营业务是采集魔法试剂。三津滨从某些信息源听说了当地的圣地,并指定五郎在此处进行一次采集行动。五郎是三津滨在钦锡安摄政国进行开发的老将,而且他丝毫不尊重美洲原住民以及他们过时的传统。他的任务是进行一次有利可图的行动,这个正合他意。三津滨会给他项目预算和资源,以期成功。五郎是一个强硬人士,他打算把对付钦锡安的暴力手段如法炮制,包括政府压力、恐吓、勒索、自导自演对自己设备的袭击以制造武力报复的借口等等来达成目的。本地人被赶走后,他计划安排一个最大量采集魔法材料的行动,成本压到最低,直到最后一丝利润被榨干为止。他知道这样必然会毁掉圣地的固有魔法能量,但是他不在乎。他受到上司的压力,必须要拿得出成果。尽管五郎愿意采取一切必要的措施,但是他的项目必须要盈利。如果行动遇到了太多的阻碍,而且招致的代价大到让项目不再合算,行动将会被取消。
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Gorou Hakari is a ruthless executive for Insight Resources, a company owned by MCT that harvests magical reagents. MCT sources have recently learned of the native power site and assigned Gorou to set up a harvesting operation there. Gorou is a veteran of MCT's exploitation in Tsimshian and has no respect for Native Americans or their antiquated traditions. He has been tasked with making a profitable operation, and that is what he intends to do. MCT has given him resources and a budget for the project and expects him to succeed. Gorou is a hard and blunt man who intends to use the same brute force and strong-arm tactics that were successful in Tsimshian. This includes government pressure, blackmail, intimidation, and staging attacks on his own equipment in order to retaliate with force. Once the natives have been removed, he plans to set up an operation to harvest the maximum amount of raw magical material from the site, for the lowest cost, for as long as it is still profitable to do so. He knows that this will inevitably end in the ruining of the inherent magic in the site and doesn't care. He is under pressure from his superiors to produce results. Although Gorou is willing to take whatever measures are necessary, the project does have the goal of making a profit. If the operation encounters enough delays and incurs enough cost that it will no longer be profitable, it will be canceled.

数值 STATS
在NPC的“血肉”(描写、个性和动机)已经写好了之后,是时候确定这个角色在游戏中的数值了。数值包括游戏机制所需的属性、技能、装备等等。下面给出了几种不同的构筑方式。
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After all the “fluff” (description, personality, and motivations) of an NPC has been written, it's time to give the character game stats. This includes all of the relevant attributes, skills, and equipment required for the game mechanics. There are a few different methods to go about this, as listed below.

完整构筑 FULL BUILD
完整构筑一名NPC就和构筑一名PC一样。GM根据游戏规则,按照角色创建流程创建NPC。然后根据NPC有多少经验和资源,来分配一些额外的业力和现金。角色业力提升应该遵循同玩家一样的规则,但是现金购买装备所需的检定可以忽略(除非GM真的很想投)。这是一个相当耗时的过程,不过由于GM可以控制所有的细节,这样可以产生对于玩家而言相对平衡的数值。考虑到时间消耗,这种构筑方式应该留给最重要的且会在游戏中反复出现的NPC。
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The Full Build method creates an NPC just like a player character. The gamemaster goes through the character creation process for the NPC, according to the rules. Then the gamemaster assigns them an amount of extra Karma and cash based on how experienced the NPC is and what resources they would have acquired. Karma is spent to improve skills and attributes with all of the same costs listed for player characters, while cash is spent to acquire new equipment (though ignoring any rolls to acquire the equipment, unless the gamemaster really wants to roll). While this is a very time-consuming process it will produce the most balanced character stats in relation to the players, as the gamemaster has control over all of the details of the NPC. Because of the time involved, this should generally be reserved for just the most important NPCs, and ones that are likely to make repeat appearances in the game.

故事构筑 STORY BUILD
在故事构筑中,GM只需要考虑到故事,简单地分配适合的属性、技能和装备。最大值的规则必须要遵守(比如角色的属性不能超过游戏中能达到的最大值),但其他的规则就可以暂时忽视。GM可以简单地检视他的角色并分配适当的数值。如果这是一名精英等级的公司机密行动特工,那么他应当训练有素,配备有完善的装备。如果角色是一名擅长恶意控股的公司经理,那么他应该拥有不少财富,受过专门训练,但是缺乏使用武器和战斗的能力。这种方式仍然创建了完整的游戏数值,但创建速度比完整构筑快的多。它很可能是最常用的构筑方式。这种方式有创建高度不平衡角色的风险,但如果这就是对故事来说合适的,那它就是可以的。
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In a Story Build, the gamemaster simply assigns Attributes, Skills, and equipment that are appropriate for the NPC to have given the story. Rules still need to be followed governing absolute maximums and such (the character should not have stats higher than it is ever possible to get in the game), but all other rules can be ignored. A gamemaster simply looks at the character they have written and assigns what is appropriate. If this is an elite corporate black-ops agent, then they should be highly trained and well equipped. If the character is a successful corporate raider and manager, then they should be highly skilled and wealthy but probably lacking a lot of weapons and combat abilities. This method still creates the full game stats for a character, but is much faster than the Full Build method and will probably be the one most commonly used. It does carry the risk of creating NPCs that are highly imbalanced in relation to the players, but if that is what is appropriate for the story then that's what is valid.

即兴构筑 IMPROVISED BUILD
即兴构筑指的是GM在游戏过程中,快速创建一名不在计划中,或者他本以为没必要给数值的NPC。如果跑团准备时间很短的话,GM可以这样用即兴构筑来创建NPC。在这种方法中,GM只需要决定NPC相对于玩家的强度即可,并依此分配正值或负值。负值意味着NPC弱于PC,而正值则说明NPC技高一筹。GM也应该对NPC的能力类别有个粗略宽泛的想法。他们是以物理战斗为主、具有魔法天赋,擅长技术,亦或精于社交?之后,GM应该找出最精于此道的玩家,假设NPC与他具有相似的能力,随后分配正值或负值到这些技能上。为了增加一些变化性,GM可以让NPC和玩家有一些技能、能力、装备上的不同,以免这个NPC看上去像是玩家的某种“邪恶克隆体”一般。不过NPC的绝大部分数值是和玩家一致的。如果玩家没有偷看GM的笔记,发现上面空空如也的话,他们可能永远也不会发现。
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When doing an Improvised Build, the gamemaster creates an NPC on the fly during an adventure that they had not planned for, or didn't think that they would need stats for. If preparation time is particularly short, the gamemaster could prepare an NPC as an Improvised Build. In this method, the gamemaster simply decides how powerful or skilled the NPC is in relation to the players and assigns some positive or negative number. A negative number would mean the NPC is less powerful, while a positive number would mean they are more powerful. The gamemaster should also have a rough, broad idea on the categorical abilities of the NPC. Are they physical combat oriented, magically gifted, technically skilled, or socially savvy? Then the gamemaster looks at the most similarly skilled player, and assumes that the NPC has whatever skills and abilities that player has with ratings equal to the player's plus or minus the value they assigned the NPC. To add some variety, the gamemaster should give the NPC some different skills, powers, or equipment than the player has, so as not to make some sort of “evil clone,” but for the most part the NPC can be equivalent. If the players aren't looking at the gamemaster's notes to see they don't have any stats written down, they'll probably never know.

引用
范例
汤姆需要安排一场意料之外的与公司安保小队的战斗。他决定安保小队没有任何魔法支持,并且由一些技能比玩家略逊一筹的枪手组成,有-1的调整值。汤姆看了一下玩家小队中街头武士的卡,发现他的自动枪械技能为5,敏捷为5。所以,当汤姆为这些保安投骰时,他投了9个骰子(10-1)。
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Tom needs to run an unexpected combat against a corporate security team. He decides that the team doesn’t have any magical backup, and is made up of gun-toting goons slightly less skilled than the players, giving a value of –1. Tom looks at the group’s Street Sam and notes an Automatics skill of 5 and an Agility of 5. So, when rolling for the guards, Tom rolls 9 dice (10 –1).

扮演NPC  ROLEPLAYING THE NPC
NPC拥有完整的描写和数值以后,就已经准备好在故事中出一份力了。NPC可能有极好的外貌描写、深邃而又复杂的个性、有趣的背景、错综复杂的动机和精心制作的数值属性,但是如果GM没有演好这个NPC,那他就毁了。要在游戏中成功地扮演一名NPC,应当考虑如下几个因素。
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Once the NPC has had a full description and game stats, the character is ready to contribute their part to the story. The NPC can have a fabulous physical description, deep and intricate personality, interesting background, complex motivations, and perfectly crafted stats, but if the gamemaster plays the NPC poorly, it will be ruined. To make an NPC successful when played in a game, there are several factors that should be kept in mind.

了解他们的目的 KNOW THEIR PURPOSE
GM应该牢牢记在脑海中的第一件事就是这名角色的目的。这个角色应该做什么,他们要怎么样影响或者帮助构建这个故事?他们在关键时刻应不应当帮助玩家?他们是否应当阻挠玩家,与玩家敌对?这个角色是故事的中心,还是说只是为某一个场景锦上添花?专注于NPC角色在故事中的位置,GM会明白如何在场景中时使用角色,以及如何调整以使故事保持正常运转。仅仅担任次要角色的NPC不值得用大量时间专门描写和扮演,这样主要角色可以获得更多的关注以便于角色的充分展开。
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The first thing that should be firmly fixed in the mind of the gamemaster is the NPC's purpose in the story. What is this character supposed to do, what are they supposed to contribute, and how do they affect or help build the story? Are they supposed to help the players at a critical point? Are they supposed to frustrate and oppose them? Is the character a central aspect throughout the story or there only to provide context and color to a single scene? By staying focused on the Character's place or role in the story, the gamemaster will have an idea of how to use the character as the scene plays out, and can adjust in order to stay on track. Characters that are only supposed to play a minor role should not have a great deal of time dedicated to describing and roleplaying them in a scene, while more major characters can receive the attention that is necessary to more fully develop them.

聚焦于玩家 STAY FOCUSED ON PLAYERS
最重要的一点就是,玩家才是游戏的主角,游戏应该永远围绕着他们。GM很容易被一个他们亲手创造的(他们认为)特别伟大和有趣的NPC吸引住。GM将会热情高涨地表现和使用这个角色,然后游戏就开始变成NPC在做什么,而不是PC在做什么了。这种情况应该避免。在某些特定的时候,如果玩家请求NPC去完成自己不能做的事情,那么故事可以暂时聚焦于NPC。但是最后,故事焦点总该回到玩家身上,他们才是推动故事发展的人。
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Above all else, the players should remain the stars of the story. The game should always revolve around them. A gamemaster can all too easily get caught up in a particularly great and interesting (they think) NPC that they created. In an eagerness to show and use this character, the story starts to become about the NPC and what they're doing rather than what the players are doing. This should be avoided. At certain points in the story, the focus can temporarily center around an NPC if, say, the players ask an NPC to accomplish something that they can't do themselves, but the focal point of the story should always return to the players. They should be the ones driving the story forward.

另外要避免的情景是仅限于NPC与NPC之间的互动,或者我们称之为“木偶戏”。我们很怀疑会有玩家喜欢长时间观看GM自己和自己玩角色扮演。如果这种情况出现了,GM应该想一些办法来让玩家参与进剧情,比如让NPC们问玩家问题或者其他可以使玩家进入场景的办法。
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Also to be avoided are NPC-to-NPC only interactions, or “puppet shows.” It is highly doubtful that the players will enjoy simply watching the gamemaster roleplay on their own for any extended period of time. If this situation comes up, the gamemaster should find some way to engage the players by having one or more NPCs ask them questions or something to bring them into the scene.

该放手时就放手 LET THEM GO
总会有某个时候,NPC不再是故事的一部分。他们可能已经完成了帮助玩家的任务,玩家可能选择了不同的方向,或者NPC受了重伤甚至被杀。无论是何种形式,GM应该一直准备好,而且愿意让NPC离去。几乎没有什么东西能比“GM坚持不让他可爱的NPC离开,即使玩家已经发现这个角色已经背离当初的目的了”更快地毁掉游戏了。如果GM坚持让NPC反复不自然地回到故事中,玩家将会很快对NPC不满,并且对游戏感到厌烦。在角色扮演游戏中,特别是像暗影狂奔这样充满NPC的游戏中,GM有很多机会来扮演不同背景不同能力的角色。尽管花了大量时间和精力创造的NPC太早离场是很让人沮丧的,但是之后亦有无限多的有趣角色等待你创造。
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There will inevitably be a point in the story where the NPC is no longer part of it. The character may have completed what they needed to do to help the players, the players may choose to go in a different direction, or the NPC may be severely injured or killed. Whatever the circumstances, a gamemaster should always be ready and willing to let an NPC go. Almost nothing kills a game faster than a gamemaster who will not let their pet NPC go when the players can clearly see that the character no longer serves their purpose. If a gamemaster insists on continuously forcing the NPC back into the story in contrived ways, the players will quickly become resentful of the NPC and frustrated with the game. In a roleplaying, especially one as rich in characters as Shadowrun, the gamemaster gets the opportunity to play many different NPCs with a lot of different abilities and backgrounds. Although it may be disappointing to have an NPC that the gamemaster spent a lot of time and effort on leave the story too early, there is a limitless supply of interesting characters waiting to be created.

这个概念在反派NPC上尤为重要。如果投骰结果让玩家合法地击败(或杀死)角色,那么就让玩家获得应有的胜利。同样,没有什么东西能比“GM坚持他的‘坏坏男爵’没有(或者不能)输,从而将合乎规则的胜利从玩家手上夺走”更快地毁掉游戏了。在一场随机投骰子的游戏中,双方总是会有好运气和坏运气。有时候,这可能意味着为玩家设计的大反派一早就被弄死了。这只是GM需要适应的游戏的一部分,而且还有很多技巧可以用来调整游戏,并使剧情目标大致和以前维持一致,见〖处理惊喜〗(p.349/345)。不过不管怎样,到最后坏人总是要被打败的。
译注:1st Printing 是p. 349,2nd Printing是p. 345
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This concept is particularly important when it comes to characters that oppose the players, villains. If the dice rolls go their way and the player characters legitimately defeat (or kill) the character, then let the players have their victory. Again, nothing kills a game so quickly as a gamemaster insisting that their “Baron von Badass” did not (and cannot) lose, thus taking a legitimate victory away from the players. In a game of random die rolls, there are bound to be streaks of good luck and bad luck on both sides. Sometimes that can mean that a villain character designed to oppose the players for an extended period of time gets taken out long before the gamemaster intended. This is just part of the game that the gamemaster needs to adapt to, and there are many techniques to adjust the game and still maintain the overall aim of the original story; see Handling Surprises (p. 349). After all, in the end the villain was written to be defeated.