译文资料区 > 神秘博士 Doctor Who 角色扮演游戏

【DW12th】神秘博士TRPG 第三章:我能对抗怪物,但不能对抗物理

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DWhit:
I CAN FIGHT MONSTERS, I CAN’T FIGHT PHYSICS
我能对抗怪物,但不能对抗物理

这一章讲的是游戏规则。从角色怎样奔跑、跳跃、荡绳子、匍匐卧倒到说服持枪的外星人 、智胜邪恶的幕后主谋或驾车,玩家需要知道的一切都在这一章里。

虽然这一开始看起来很复杂,但是无论游戏中出现什么情况,都只需要记住一条简单的规则。记住这一点,游戏就不会像看起来的那么难了。
剧透 -   : This chapter covers the rules of the game. Everything players need to know, from how a character can run, jump, swing from ropes, or dive for cover, to talk down an alien with a gun, outsmart an evil mastermind or drive a car, is in here.

While this may look complicated at first, there is just one simple rule to remember that works in every situation in the game. Bearing that in mind, it is not going to be as hard as it might seem.
RUNNING THE GAME
进行游戏

如前文所述,每个玩家控制一个角色,并将他们的详细信息写在角色卡上。主持人介绍这次冒险,接下来的游戏就通过谈话来完成。玩家描述角色的行动,主持人推动情节发展,并描述事件进展和其他所有角色的行动,包括反派的。

读读第一章《一生的旅程》(pg.13)中的游玩示例,可以了解到进行中的游戏是什么样的。
剧透 -   : As we’ve already discussed, every player has a character to control with their details written down on their Character Sheets. The Gamemaster introduces the adventure, and the rest is done through conversation. The players describe what their characters are doing, the Gamemaster allows the plot to develop and describes how events progress and the actions of any additional people, including the Villains.

Check out the example of play in Chapter One: The Trip of a Lifetime (pg.13) to get a feel for the game in action.
大多数情况下,如果玩家想让自己的角色做些事情,是几乎不用担心出错的。如果角色想聊天、散步、吃饭或读书,那这不需要任何规则。但如果玩家想让自己的角色做一些成败不定的事,数字和骰子就该派上用场了。例如,如果想要扔个板球砸中房间另一头的开关,顺利跑下楼梯而不绊倒,修好坏掉的电脑或其他需要一点技能或运气来成功的事——或者有可能失败的事——那就是时候掷骰子了!
剧透 -   : Most of the time if the player wants his character to do something, they can do it with very little worry. If they want to talk, walk, eat or read something, they don’t require any rules to do so. If the player wants their Character to do something that may or may not be successful, that’s when numbers and dice come into play. For example, if they want to hit a switch by throwing a cricket ball across the room, run down a staircase without tripping, mend a broken computer or something else that requires a level of skill or chance – or that might have a chance of failure – it’s time to roll those dice!

DWhit:
THE BASIC RULE
基本规则

《神秘博士》角色扮演游戏的每个行动都遵循同一个基本规则。无论是战斗、说服别人、做研究、制作小工具还是驾驶TARDIS,都归结为同一个基本规则:

属性+技能(特性)+两个六面骰点数=结果
(玩家要尝试达到或超过事件难度对应的数值)
剧透 -   : The Doctor Who Roleplaying Game uses the same basic rule for every action. Whether it is fighting, convincing someone, researching, creating a gadget or piloting the TARDIS, it all comes down to the same basic rule:

ATTRIBUTE + SKILL (+TRAIT) + TWO SIX SIDED DICE = RESULT
(try to match or beat the Difficulty of the task)
属性:为角色要做的事选择最合适的属性。想举起什么东西吗?那么你需要的就是力量。想试着记住一些重要的事情或发明一种能拯救整个小队的的设备吗?鉴于这很耗费脑力,你需要使用才智。尝试焊接复杂部件,走在狭窄的大梁上,或瞄准一个声波干扰器,这些都需要一定的灵活性,所以协调就是所需的属性。一旦选择了合适的属性,就需要把它与其他数值进行匹配。
剧透 -   : Attribute: Select the most appropriate attribute for what the character is trying to do. Trying to lift something? Then Strength is the one you need. Trying to remember something important or invent a device that is crucial to saving the group? As this uses brainpower, you need to use Ingenuity. Trying to solder an intricate component, walk along a narrow beam or aim a sonic disruptor, they all require some sort of dexterity so Coordination is the attribute for that task. Once you’ve picked a suitable attribute, it needs to be paired up with something.
技能:接下来确定最适合这个行动的技能。角色们在逃命吗?较高的运动数值意味着他们可以跑得更快更远。假如他们想用家用电器拼出一个外星探测器呢?如果没有科技,就很难完成这个任务,因此这就是所需的技能。有时没有合适的技能可用,那就必须再使用另一个属性来代替。
剧透 -   : Skill: Next find the skill best suited for the task. Are they running for their lives? Having some Athletics would mean they could run faster and for longer. What about if they’re trying to cobble together household electrical items to make an alien detector? It would be hard to do such a task without the Technology skill, so that would be the skill to use. Sometimes there’s no suitable skill to use, so they’ll have to use a second attribute instead.
特性:有没有什么特性可能起作用?如果是的话,看看特征描述是否能对掷骰进行修正。例如,从一幢建筑跳到另一幢要使用力量+运动,但主持人可能决定勇敢特性对跳跃有加成——毕竟你必须非常勇敢才能尝试这样的壮举。如果你认为角色的某个特性会起作用,那么就把它纳入考量——即使可能导致惩罚。表现出角色的弱点意味着你在真正扮演角色,这使得游戏更有趣,有助于故事叙述,并可以得到故事点数奖励。
剧透 -   : Trait: Do any traits come into play? If so, have a look at the trait description and see if it applies any modifiers to the roll. For example, jumping a gap between two buildings will use Strength + Athletics, but the Gamemaster may decide that the Brave trait will add a bonus to the jump – you’d have to be pretty brave to attempt such a feat, after all. If you think one of your character’s traits would come into action, then take it into account – even if would apply a penalty. Playing to your character’s weaknesses means you’re acting in character, which makes the game more interesting, aids the storytelling and is rewarded with Story Points.
骰子:一切事情中总是有运气因素——这让我们保持警觉。掷两个六面骰子,把它们加起来,记住数字。
剧透 -   : Dice: There’s always an element of chance in these things – it keeps us on our toes. Roll two six-sided dice, add them together and remember the number.
结果:把你选择的属性值、拥有的技能以及特性带来的所有调整加到掷骰总点数中。如果总数等于或高于任务的难度值(由主持人决定),那就成功了!如果低于难度值,那就失败了。就是这么简单。
剧透 -   : The Result: Add the value of the attribute you’ve selected, the skill you have and any adjustments from traits, to the total dice roll. If the total is equal to or higher than the Difficulty of the task (as determined by the Gamemaster), then you’ve succeeded! If it is lower, then they’ve failed. It’s as simple as that.
EXAMPLE
示例

克拉拉在布里斯托的地下隧道里狂奔,无骨人化身为3D涂鸦,震颤着缓慢地在后追赶。隧道因为无骨人的追逐而震动不已,克拉拉必须跳过一处矿井的开口以逃脱。

游戏主持人彼得要求扮演克拉拉的玩家萨缪尔掷骰。这是一次身体上的跳跃动作,彼得和萨缪尔一致同意使用克拉拉的协调(因为她得控制自己的双脚落点)加上运动(因为跳跃需要运动技巧)。3点协调加3点运动,一共是6点。

彼得认为这是一次相当困难的跳跃,于是设定难度为15。萨缪尔骰出的数值与协调+运动的6点相加必须大于等于15才能成功。

萨缪尔掷了两个骰子,得到5+5=10点。掷骰的10点加上属性+技能的6点等于16,大于15的难度值。情势危急,但克拉拉纵身越过矿井,成功逃出了隧道。
剧透 -   : Clara is running through tunnels in Bristol, with the 3D paintings animated by the Boneless giving a slow and juddering chase. However, the tunnel itself is rippling with the Boneless themselves, and Clara must jump over an open shaft to escape.

The Gamemaster, Peter, asks Clara’s player, Samuel, to make a roll. It’s going to be a physical jump, and Peter and Samuel agree that it’s going to use Clara’s Coordination (as she’s going to have to control where her feet go) combined with her Athletics (as it’s a physical jump that will be aided with a little athletic practice). Coordination of 3, Athletics of 3, for a total of 6.

Peter says that it’s a fairly tricky jump and assigns a Difficulty of 15. Samuel needs to equal or beat that with whatever he rolls, plus the 6 from Coordination + Athletics.

Samuel rolls two dice, and gets a 5 and a 5 = 10. The 10 from the dice roll, plus the 6 from the Attribute + Skill, equals 16, which is more than the Difficulty of 15. It was hard, but Clara leapt over the shaft and escapes the tunnels.
WHICH ATTRIBUTE OR SKILL TO USE
属性和技能的选择

一般来说,该用什么技能和属性是很明显的。但是某些情况下,两个近似的技能和属性都可以应对问题。

比如说,丹尼·平克(由玩家因格里德扮演)在煤山中学锅炉室找到了一个奇怪的外星装置。它诡异地闪烁着,于是丹尼决定仔细察看。他可以使用才智+科技(因为得费点脑子想想该怎么做)或感知+科技(因为他得注意各部分该拼在哪儿)或协调+科技(因为察看装置而不触发它是很精细的任务)。

这种情形下,因格里德会选择她的角色最擅长的组合;或者。主持人彼得会选择使任务更容易的组合。在这个例子中,彼得决定协调是与任务关联度最高的属性,因为外星装置极为复杂,一个手滑就可能造成难以预料的后果!

如果两种技能或属性相互关联,主持人在决定掷骰结果时应记住未使用的技能或属性。在成功表(74页)上可以看到,掷骰的结果可以有不同的解释。如果主持人愿意,他可以把未使用的属性或技能算到结果里。

继续看这个例子。丹尼使用协调+科技并成功地掷骰得到了Fantastic结果,使外星装置失灵了。彼得想起来感知也可以得到同样的结果,于是描述说丹尼出色地关掉了装置时,还注意到装置上有个符号——或许能解释它是从哪来的。

如果掷骰失败,也可以给出同样的描述。假如因格里德骰出了失败结果,丹尼或许就没能看出装置的作用,但却及时发现了连在上面的陷阱。

主持人不需要一直记着这些,但这是个给行动和情节增加趣味的好办法。
剧透 -   : In most cases, which skill and attribute to use are fairly obvious. However, in some cases, there may be two attributes or skills that could be used equally well.

For example, Danny Pink, played by Ingrid, has found a strange alien device in the boiler room at Coal Hill School. It’s flashing ominously so he tries to investigate it further. He could use Ingenuity + Technology (as it takes brains to know what to do), or Awareness + Technology (as he needs to be able to spot which bit goes where) or Coordination + Technology (as it is intricate work to try to investigate the device without setting it off).

In this case Ingrid would choose whatever her character is better at, or the Gamemaster, Peter, would choose whichever is more apt to the way they are attempting the task. Peter, in this instance, decides that Coordination is the most relevant to the task as it is incredibly fine work, and an unsteady hand could have unforeseen consequences!

If two skills or attributes are relevant, the Gamemaster should keep the unused skill or attribute in mind when deciding the outcome of the roll. You’ll see on the Success Tables (see pg.74) that the results can be interpreted in different ways depending upon the roll. If the Gamemaster chooses, he can bring the unused attribute or skill into the result.

Continuing the example, Danny uses his Coordination + Technology and makes a great roll to disable the alien device, getting a Fantastic result. Peter remembers that Awareness could have been used just as well, and says that while Danny did a great job of disabling the device, he also spotted that the device has a symbol on it – perhaps a clue to where it came from.

Or, if the roll had failed, the same could be said. If Ingrid had rolled and got a Failure result, Danny might have failed to work out what the device was, but spotted in time the trap wired into it.

The Gamemaster doesn’t need to bear this in mind all of the time, but it can be a great way to inspire cool additions to the action and plot.
UNSKILLED ATTEMPTS
无技能尝试

通常而言,尝试做一件事却没有对应的技能总是会失败。如果不知道该做什么,你不会轻易尝试修好电脑内部的线路,同样也不会在没有医疗训练的情况下就做手术。但在绝境之中,角色们可能会不顾技能欠缺而不得不冒险一试 。

即使没有技能,依然要使用上述掷骰公式。当然,没有了技能的加值,结果值会更低,这反映出角色们缺乏训练,以及在大多数情况下,强行做完全不会的事可能让现状更糟。

每次角色毫无经验就采取行动,掷骰需要承受-4点的惩罚。他们可能有个能帮上小忙的技能,但并不完全对应——如果主持人允许,他们可以承受较小的-2惩罚。
剧透 -   : Usually, attempting to do something without the relevant skill results in failure. You wouldn’t normally try to fix the wiring inside a computer if you didn’t know what you were doing, and you wouldn’t try to perform surgery without medical training. However, in desperate times, characters may have to try despite being untrained.

Even without a skill you use the same formula as before. Of course, without a skill to add in there, the result is going to be lower, which reflects their lack of training, and in most cases, trying to do something without any skill could actually make things worse.

Any time a character tries to do something that they have absolutely no skill in, the roll suffers a -4 penalty. They might have a skill that could help a little, but isn’t completely related – if the Gamemaster agrees they can try with a smaller penalty of -2.

DWhit:
HOW A ROLL WORKS
掷骰的判定

掷骰把数字加起来很简单,但是你为何掷骰,又怎样解释结果呢?首先,确定角色行动的意图是什么。
剧透 -   : Rolling dice and adding numbers is fine, but what are you rolling for, and how do you interpret the outcome? First of all, decide what the character intends to do.
INTENT
意图

玩家需要准确地表明他们想让角色做什么,并尽可能详细地描述。这有助于游戏主持人确定任务难度,以给出难度值。这也有助于判断角色做得怎样,以及他们是否实现了预计的目标!

例如,玩家可以说:“克拉拉试图躲避逼近的赛博人,于是藏到一处冒着黑烟的汽车残骸后面掩护自己。”这样就告诉了主持人他们想做什么,打算怎么做,以及难度如何。同时,玩家和主持人都可以构想如果成功或失败了会发生什么。
剧透 -   : The player needs to decide exactly what they want their character to do and describe it as best as they can. This helps the Gamemaster to decide how difficult the task is so they can assign a Difficulty. This will also help in deciding how well the character did and whether they achieved what you wanted to do!

For example, the player could say “Clara tries to hide from the approaching Cybermen, ducking for cover behind the smouldering remains of a car.” This tells the Gamemaster what they want to do, how they’re intending to do it, and how difficult it is. Both the player and the Gamemaster can start thinking of what would happen if they succeed or fail.
DIFFICULTY
难度

有些任务比其他的更困难。毕竟,重新给外星电脑编程要比给电视遥控器换电池难得多!

当角色需要掷骰时,由主持人决定难度值。玩家的结果必须高于这个值才能成功完成任务。人类的属性平均值是3,技能平均值是2-3,掷骰平均值是7,所以普通人一般能顺利完成难度为12的事。下表给出了建议的难度等级,不过主持人可以根据具体情况调整。
剧透 -   : Some tasks are going to be more difficult than others. After all, reprogramming an alien computer is going to be much harder than replacing the batteries in a TV remote control!

Whenever the characters have to do something that requires a roll, the Gamemaster will determine the Difficulty. This is the number the player will have to beat to succeed with the task. The average human Attribute is 3, the average Skill is 2-3, and the average die roll is 7, so an average person should be able to accomplish something with a Difficulty of 12 more often than not. The table below provides you with suggested Difficulty levels, though the Gamemaster can adjust these to suit a particular situation.
HOW WELL HAVE YOU DONE?
做得如何?

看看结果与难度值相差的高低,你就能想象任务完成程度的好坏。在完成了最初几个几个任务后,游戏中的玩家很快就会了解这一机制,而故事进程也不应该因为查数值计算结果而放慢。掷骰的作用是推动故事情节、解决冲突,以及通过技能和运气的考验。

如果成功,看看结果高出难度值多少。结果比难度值高出越多,你做得就越好。想想角色的意图是什么,然后思考这个问题:“你成功了吗?”在下面的成功表上,你可以看到随着结果越好、越高,你从“是,但是”上升到“是”,最后到“是——而且”的回答。

这同样适用于失败的情况。有时,如果你尝试做并不擅长的事,这只会让状况更糟。看看结果比难度值低多少。结果越低,事情就会变得越糟糕。同样,考虑一下角色起初的意图,因为这会让你意识到究竟哪方面出了问题(参考下面的失败表)。
剧透 -   : Looking at how far above or below the Difficulty the Result was, you can imagine how well or how badly the task went. After the first couple of task resolutions, this will come quickly to players in the game and the flow of the story shouldn’t be slowed down by looking at numbers and making calculations. Rolling dice furthers the story and resolves any conflicts and tests of skill or chance.

If the roll was successful, have a look at how far above the Difficulty the Result was. The wider the difference between the Difficulty and your Result, the better you’ve done. Remember what the Intent was and consider the question “did you succeed?” Looking at the Success Table on the following page you can see that as the result gets better and higher, you progress through ‘Yes, But’ to ‘Yes’ and finally ‘Yes – and’.

The same also applies to failures. Sometimes, if you’re attempting something you’re really not skilled for, you could make matters worse just by trying. Look to see how far under the Difficulty you failed by. The lower your result, the worse things could get. Again, think of what your initial Intent was, as this will give you ideas of what actually goes wrong (see the Failure Table on the following page).

DWhit:
任务                    难度示例非常非常简单3        很容易的事,可以算作自动成功:开一瓶饮料;使用手机;吃薯条非常简单6查字典;操作微波炉;用球拍攻击毫无防备的外星人简单                    9        设置DVR录节目;跳过矮栅栏;操作智能机;上网查信息一般12在车流中驾驶;射击静止目标;在海里游泳;发现一个有用但并非秘密的事实棘手15以特定速度驾驶;射击移动目标;攀爬悬崖困难18撬锁;搬起自重两倍的东西;治疗枪伤艰难21在雨中攀爬威尼斯式钟楼;混进政府机关;挣脱绳索束缚极艰难24流畅背诵莎剧独白;混进白宫希望渺茫27用弹弓击中极小的目标;黑进政府电脑系统;用无线电零部件组装出DNA扫描仪毫无希望30用一块巧克力关闭时空裂缝;在雨中攀爬摩天大楼外墙;盲狙隔壁房间的小物件
剧透 -   :

DWhit:
SUCCESS TABLE
成功表

高于难度值:9+
结果:Fantastic!
“成功了吗?”:是的,而且……
出色的成功带来了意想不到的结果。角色不仅达成了目标,而且在主持人允许下,玩家可以追加额外的有利结果。数值差越大,戏剧性越强。
举例:克拉拉怀疑诺丁汉城堡里有怪事,想装扮成侍女混进去——行动很成功, 她可以不受怀疑地自由走动。而且,一个经过的女佣告诉她城堡里某个地方正在修理奇怪的机械骑士。
伤害:攻击某人或某物的伤害乘以1.5 (向下取整)。
剧透 -   : AMOUNT ABOVE DIFFICULTY: 9+
RESULT: Fantastic!
“DID YOU SUCCEED?”: Yes, And... something unexpected happened as a result of the outstanding success. The character not only gets what they wanted, but something extra happens that the player decides, with the Gamemaster’s approval. The greater the difference, the more dramatic the effects.

For example: Clara has dressed as a lady-in-waiting to infiltrate Nottingham Castle, where she suspects something odd is going on – she’s very successful in her attempt to blend in and can walk around the castle uncontested AND she’s told in passing by one of the maids where the strange mechanical knights are being repaired.

Damage: If attacking someone or something, the damage is multiplied by one and a half (x1.5) times (round down).
高于难度值:4-8
结果: Good
“成功了吗?”:是的……
角色达成了目标。如果结果比难度值高4-8,那么角色不仅完成了任务,而且做得很好。
继续上述例子:克拉拉试图说服一个(人类)警卫,是郡长要求她给骑士送一盘食物。她成功了,警卫让她过去了。
伤害:攻击的伤害正常,无需调整。
剧透 -   : AMOUNT ABOVE DIFFICULTY: 4-8
RESULT: Good
“DID YOU SUCCEED?”: Yes... the character has managed to do what they wanted. If the result is 4-8 above the Difficulty assigned the character has certainly accomplished what they wanted, and pretty well.

Continuing the example, Clara tries to convince a (human) guard that she is to deliver a tray of food to the knight – at the request of the Sheriff. She’s successful, and the guard lets her past.

Damage: If attacking, the weapon damage inflicted on the target is normal and unmodified.
高于难度值:0-3
结果: Success
“成功了吗?”:是的,但是……
事情可能没有预想中顺利,或者发生了一些意外的事。掷骰仍然成功,但只是刚刚好。千钧一发的状况下,角色们还是勉强做到了。玩家(由主持人决定)应该添加一些复杂情况或小麻烦。
在克拉拉调查(休眠状态但肯定是机器人的)骑士时,诺丁汉郡长亲自进入房间给它新指令。两人扭打起来,克拉拉试图用盘子猛敲郡长的头。她成功地阻止了郡长呼叫警卫,但是机器人骑士启动了……
伤害:攻击的伤害减半(向下取整)。目标依然被击中,但只是恰好命中。
剧透 -   : AMOUNT ABOVE DIFFICULTY: 0-3
RESULT: Success
“DID YOU SUCCEED?”: Yes, But... it may not have gone as well as the character had hoped, or something unexpected has occurred. The roll was still successful, but only just. It was a close call, but they managed to scrape through. The player (at the Gamemaster’s discretion) should add some sort of complication or secondary problem.

While investigating the (dormant but definitely robotic) knight, the Sheriff of Nottingham himself comes into the chamber to give it new orders. There’s a scuffle and Clara tries to club the Sheriff round the head with her tray. She’s successful at stopping the Sheriff from crying out to alert the guard, BUT the Robot Knight begins to activate...

Damage: If attacking, the weapon only inflicts half of the damage (round down). The target was still hit, but only just.

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