作者 主题: 【Champions of Purity/Balance/Corruption】《探索者》Pathfinder 九大阵营角色扮演指南合集  (阅读 54291 次)

副标题: “你是哪个阵营的Friend呢?”

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【COP】善良角色的道德困境
« 回帖 #10 于: 2017-04-18, 周二 01:35:07 »
身陷困境的善良角色

    在许多游戏里面,扮演善良角色是稀松平常的事情。然而,一些GM喜欢在游戏中一次又一次地混入带有道德困境的元素,并将这些难题扔到玩家面前,以此测试他们的决心——既然现实生活尚且都不会一成不变,更何况这是奇幻游戏呢。以下部分展示了一些在游戏过程中会不期而遇的主题,你或者会为此挠破头皮,并和GM以及其他玩家一同就下列困境展开讨论。而这也能让你得知每一个人对于阵营的不同想法。



冒险者的伦理道德

    有时游戏中会出现让你的角色左右为难的复杂伦理难题,或是你的角色会因此而被迫做出困难的道德抉择。虽然这也是游戏元素的一环,但作为玩家的你或许会打算对此敬而远之。因此和你的GM就此事展开沟通相当重要。只有在人人都对这些道德底线知道得一清二楚,同时觉得它们都挺有意思的情况下,游戏才能变得有趣起来。而事实上,一些玩家不希望在自己的奇幻游戏里出现任何与真实生活过于相似的内容。因此为了公平起见,大家都应该事先坐下来对此好好地商议讨论。

    善良角色在其冒险旅途中要面对的诸多难题之一就是如何处理邪恶类人生物的子嗣。比如说,在短暂的冒险后,一只冒险小队与刚刚袭击完村落的一群哥布林不期而遇,而后者除了死亡和毁灭的足迹外什么也没有留下。玩家们跟踪这群哥布林到了它们的洞窟老巢,并将其消灭干净——但是这些死去的哥布林留下了一些婴儿。那么玩家们这时候应该拿它们怎么办呢?斩草除根?放任不管?在这种情况下善良角色能做出的最好最恰当的选择应该是什么?

    正如善良阵营的人员组成也是各种各样,因此他们对于这种问题也会提出不同的解决方法。一些善良角色也许会相信孩童不是与生俱来就被邪恶沾染,因为行为是后天学习养成的。因此这些人也许会把这些婴儿幼童聚集起来,并将其安置到其他条件更好的机构——比如说教堂,修道院,或者孤儿院等等,以此解决这些类人小孩的抚育问题。或者作为选择,一些角色甚至会亲自去抚养这些孩童长大。这可谓最为崇高的解决方法。同时,其他角色也许可能会什么都不做,将这些孤儿交给了变幻无常的大自然——要么这些小孩能靠自己在荒野中活下来,要么他们就会被后者淘汰。最后,一些善良角色可能会相信这些幼童终将无法克服骨子里的邪恶天性,因而会将其彻彻底底地斩尽杀绝,并将其视作是一种善良之举,正义之举,也是一种更为慈悲的选择。

    而其他的伦理困境则可能是:某位强力的队员或是盟友显示出了其邪恶的本质。举个例子,冒险小队里的圣武士能继续和某位邪恶的法师队友合作共事吗?还是说这样做违反了他的道德准则呢?类似的情况肯定会让圣武士忧心忡忡,但比起拒绝与法师合作下去,前者也能选择尝试把这位邪恶队友带回光明。毕竟,如果这个队友仍在继续为团队做出贡献,那么他心中肯定仍会有那么一丝善念。因此,圣武士也许会将救赎这位队友看作是自己的目标,并为之不懈努力下去。

    而队伍里的非圣武士角色——取决于其对善良的热忱程度——他们可能会选择对这个问题视而不见。除非这个邪恶角色做出了一些蓄意伤害小队或者无辜百姓的行为,不然在其他队友眼中看来,前者可能只是表现得更加“中立”而已。当然,在其狐狸尾巴露出来后——无论是通过侦测阵营或者什么别的手段——情况就不一样了。



格拉里昂上的阵营

    在Pathfinder RPG里面,善良和邪恶是泾渭分明的事物。而这样的概念可以在标明善良或者邪恶的怪物子类,侦测邪恶/善良的法术,以及带着善良/邪恶描述符的法术里面就能看出来。使用带有邪恶描述符法术的角色应当被视作犯下了轻微的邪恶行为,尽管通过法术创造不死生物才是更为过分且需要加以赎罪的邪恶行径。

    而有着邪恶子类的生物(大部分都是异界生物)则基本上都是邪恶的,比如魔鬼,邪魔,恶魔等等。即使真有被救赎的例子,其数量也是少之又少。它们的邪恶已经深入骨髓,同时亦将终生不断地践行恶举。而有着邪恶阵营的凡人,则和这些生物不同。事实上,光只有邪恶阵营也并不代表这些家伙十恶不赦,或是需要被阻拦诛杀。因为这个人物本身邪恶的程度可能并没那么深,比如说可能只是自私,贪婪,或是极端虚荣而已。同时,拥有这些特质也并不代表这个角色会被侦测邪恶看出是邪恶阵营,因为除了牧师或者其他带有灵光的职业,这个法术对HD在4及以下的生物并没效果。



引述: 边栏
    圣武士以及伦理困境

    圣武士比起其他任何职业,都要更多地面临在道德困境以及在自身阵营和荣誉信条之间的灰色地带做出选择的情况。那些扮演圣武士角色的玩家不应该对这些左右为难的窘境而心生畏惧。相反,像这样的问题应该被当成是和GM就圣武士信条以及其将如何影响角色当前的行动而展开讨论的契机。而GM,同理,应当花时间详细解释什么行为会导致角色失去其特殊能力,或是迫使其要去赎罪偿还。而GM和玩家之间应该同样讨论,GM在以后将通过何种方式对玩家逾越界线的行为提出警告。而处理这个潜在问题最为快捷简单的方式就是虔信经匣。这个不算昂贵(1000gp)的魔法奇物提供给了佩戴者一个保证自己行为不至越轨的方法,同时也能在其接下来的行为可能违背信仰或者背离道德的时候提出警醒。这个简单的小玩意可以让许多圣武士免于堕落的命运。

    而想知道更多关于特定神祇圣武士信条的玩家可以参照玩者伴侣:纯善之信(Pathfinder Player Companion Faith of Purity。←点击跳转

剧透 -  原文:
In many games, playing good characters is the norm. However, some GMs like to interject ethical quandaries into the game from time to time to keep players on their toes and to test their characters’ resolve—and because real life isn’t always so cut and dry, why should your fantasy campaign be? This section presents a few topics that often rear their heads during the course of play as elements for your consideration. You may want to discuss some of the following quandaries with your GM and other players. This will allow you to see where everyone stands in regard to the idea of alignment.

ETHICS FOR ADVENTURERS
If complicated ethics that challenge a character’s concept or force her to make difficult moral decisions is an element of play you would rather avoid, discussing this with your GM is important. It makes for a better game when everyone knows the expected boundaries in terms of what is considered fun. Some players, in fact, do not want to have anything that too closely resembles real life appearing in their fantasy games! Decide together what your group considers to be fair game.

One of the many quandaries good-aligned characters face during their adventuring careers is what to do about the progeny of evil humanoids. For example, shortly into their adventures, an adventuring party encounters a group of goblins who have been raiding a village, leaving a swath of death and destruction in their wake. The PCs track them to some caves and kill them—but the dead goblins leave behind babies. What should the PCs do with those? Kill them? Leave them be? What is the best and most appropriate thing for a good character to do in this situation?

Just as there are varying good alignments, there are different solutions to this problem. One good character might believe the children are not inherently evil, that their behavior is learned, and round up the young ones to take them to a higher power like a church, a monastery, or an orphanage set up to deal with the issue of raising humanoid children. Alternatively, he might decide to raise them himself! This could be viewed as the most saintly thing to do. Another character might decide not to do anything, leaving the children to the whims of nature—either the children will survive in the wild on their own, or they will not. Lastly, a good character who believes the younglings can never overcome their innate evil might kill them all outright, viewing the action as good, just, and the most merciful option.

Another quandary might be the presence of a party member or strong, supporting ally who is actually evil. For instance, can the party’s paladin continue to work with the evil wizard in the group, or is it morally wrong to do so? This situation would certainly disquiet the paladin, but rather than refusing to work with the wizard, she could insist on trying to reform the person, who must surely have some ounce of goodness in him if he continues to aid the group. It might become her goal to bring this individual to the light, and she could work tirelessly to make it happen.

Non-paladin members of the group, depending  upon  their  fervor  toward goodness, might choose to ignore the issue entirely, unless the evil character does something overtly harmful to the group or an innocent person. Otherwise, they might accept him more as “neutral” until he shows his true colors, whether or not a detection of his true alignment
indicates otherwise.

ALIGNMENT ON GOLARION
The Pathfinder RPG assumes good and evil are definitive things. Evidence for this outlook can be found in the indicated good or evil monster subtypes, spells that detect good and evil, and spells that have the good or evil descriptor. Characters using spells with the evil descriptor should consider themselves to be committing minor acts of evil, though using spells to create undead is an even more grievous act of evil that requires atonement.

Creatures with an evil subtype (generally outsiders) are creatures that are fundamentally evil: devils, daemons, and demons, for instance. Their redemption is rare, if it is even possible. They are evil to their very core, and commit evil acts perpetually and persistently. Mortals with an evil alignment, however, are different from these beings. In fact, having an evil alignment alone does not make one a supervillain or even require one to be thwarted or killed. The extent of a character’s evil alignment might be a lesser evil, like selfishness, greed, or extreme vanity. Having these qualities might not even cause the character to detect as evil when subjected to detect evil, as creatures possessing 4 or fewer Hit Dice do not register to the spell (with the exception of clerics or other characters that radiate an aura).

PALADINS AND MORAL QUANDARIES
More than any other character class, paladins face challenges in dealing with moral quandaries and shades of gray because of their alignment and code of honor. Those playing paladins should not be fearful of these ethical dilemmas; instead, such moral issues should be viewed as opportunities to open a dialogue with the Game Master to discuss the nature of the paladin’s code and how it would affect her role in the situation at hand. The GM, likewise, should take the time to fully explain what might cause the character to lose her special abilities or force her to seek atonement. The GM and the player should also discuss how and if the GM will warn her in future gaming sessions if her actions warrant repercussions. A quick and easy solution to this potential problem is the oft-overlooked phylactery of faithfulness. This inexpensive magic item (1,000 gp) gives the wearer a way to keep her behavior in check, providing a clear indicator of whether she is straying from her faith or is about to engage in immoral behavior. This simple item has prevented many a paladin’s fall.

Players wanting more information on the codes adhered to by paladins of a specific deity should consult Pathfinder Player Companion: Faiths of Purity.


嗯...各种意义上善良都很辛苦呢....

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【COB】所谓的“战术性中立”
« 回帖 #11 于: 2017-04-18, 周二 01:35:47 »
战术性中立

    一些玩家会基于战术考虑以及游戏规则而非角色本身的信条去选择中立阵营。考虑到游戏里面以特定阵营生物为目标的效果——其中尤其以善良和邪恶为甚——的具体数量,一些人会认为因此而去扮演中立其实是在“玩概率”

    当然,所有人都能如此尝试去逐条标记各种基于阵营的效果和法术:你可以躲过圣武士的制裁邪恶,但你也同时成为了圣言和渎神之语法术的目标。虽然说这样做能为你带来一点优势,但也许战术性中立引起的最大争论在于,基于阵营认识从而将你当做敌人的智能生物会更少——尤其是有阵营倾向的异界生物,比如魔鬼或天使等等。

    尽管如此,在更深的层面上来看,战术性中立仍然不是好的选择:因为这是基于你遭遇到针对/支援自己阵营的生物和效果的概率和你角色本身的选择相分离的假设。而只有在GM严格地按照冒险模组所写的内容来展开游戏,并且完全没有模组本身进行筛选,或是将你的阵营考虑进去,同时冒险模组本身也没有精确指出针对该情况的应对变化时,上述的假设方能成立。

    当然,聪明地进行角色选择也是值得表扬的行为,毕竟玩一张优化良好的角色卡也能带来相当有趣的体验。但阵营对你的角色来说非常重要,它是作为整个角色故事概念的根基,而不仅仅是某个属性。因此所谓的最优阵营选择,应当是能让你自己和游戏小组里其他人都能玩得最开心的那个才对。

剧透 -  原文:
Strategic Neutrality
Some players advocate neutrality for strategic reasons that extend beyond character beliefs, instead honing in on rules benefits. Given how many effects in the game target creatures of certain alignments—especially good and evil—some say neutrality is just “playing the odds.”

Certainly, one could attempt to itemize effects and spells that affect you based on alignment: you’re safe from a paladin’s smite, but you get caught in both holy word and blasphemy spells. There is some merit to this approach, but probably the strongest argument in favor of strategic neutrality is that fewer sentient creatures, especially aligned outsiders such as devils or angels, will appoint themselves your enemy based solely on knowledge of your alignment.

Regardless, the logic of strategic neutrality fails at a deeper level: it assumes that your odds of encountering creatures and effects opposed to (or supportive of) your alignment are independent of your character choices. This is true only if your GM is running published adventures strictly as written, she’s either not choosing the adventures or not taking your alignment into account when doing so, and those adventures don’t specify variations to address precisely this consideration.

Being smart about your character options is certainly a worthy goal; it’s fun to make and play well-built characters! But alignment is so important to your character—as a fundamental story concept, not just as part of a stat block—that the best alignment choice is always the one that allows you and your group to have the most fun at the table.

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【COC】如何玩好邪恶角色?
« 回帖 #12 于: 2017-04-18, 周二 01:36:40 »
如何玩好邪恶角色?

    角色扮演游戏最好玩的地方就在于其允许玩家去暂时体验成为另一个人是种什么样的感觉。而有时候扮演一个与自己相当不同,乃至于违背了本人所有道德禁令的角色也是十分有趣的经历。扮演一个邪恶角色是安全地探索人性黑暗愿望的有趣方式,其也能让我们对那些所谓“恶役”角色的动机和人格得到更深入的了解。

    然而,虽然说扮演邪恶角色可以有所收获,但其也并非毫无难度。作为冒险小队的一员,邪恶角色可能会把其他成员看做是竞争对手,受害者,或是可消耗的资源。而玩家之间的自私和虐待心理可能会毁了整场游戏,乃至友谊。

    而要玩好邪恶角色的关键则在于确保游戏里面的每一个人都能达成共识。因为不是每个小组成员都必须是邪恶阵营,所以就要确保每个玩家都必须对故事走向和可能的人际互动感到舒适才行。正如希望能扮演邪恶角色这个想法本身毫无问题,同样的,不希望看到有人用那种方式进行扮演这个想法也是毫无问题。毕竟,开诚布公才是最为重要。而参与者之间一场带有审判意味的压抑对话只会让游戏本身走向崩溃。

    首先,游戏小组里面应该就玩家之间的互动写出明确的指导准则。在某些小组里,也许玩家之间的互相算计,性格之争,乃至字面意义上的背后捅刀子等行为都会被看做是超有意思的展开——毕竟这也算玩家们凭借协作而完成的挑战。但对于其他小组来说,也许他们会将团队纽带看作是游戏的核心,或者只是单纯讨厌玩家们在空余时间互相倾扎的做法。因为攻击角色本身和挑起玩家敌意这两者之间的界线难以确定,所以最好在一开始就先把话说明白。

    无论你的游戏风格为何,只要你下决定时会以冒险小队到底是因为什么才齐聚一起来作为出发点的话,一切事情自然都会顺利发展。如果你是小队中唯一的邪恶角色,那你就必须事先决定好,这个邪恶角色到底是出于什么原因才和善良人士混在一起。如果彼此正在致力的目标一致,小队里的圣武士也许能对某个危险的瘾君子施以怜悯,或是容忍某个渴望权力的贵族与之同行。但其肯定不可能会和某个以杀害无辜者为乐的家伙为伍。

    而在其中也许最重要的就是,游戏小组和其GM都必须全部都在一些基本的底线取得共识。许多人都有自己的逆鳞,或者一些绝对不想在游戏里面遇到的情景——比如说强奸,虐待儿童或动物等等。如果有人提出了这个担忧,那就应该不予争议地把这些遭遇剔除出游戏之外。同时,其他描述以外的东西也许可以保留下来:玩家也许能接受需要折磨敌人以获得信息的剧情,但他也许不想扮演出每一个可怕的细节。

    像这样的底线最好在游戏开始之初就加以讨论。但必须牢记的是,每个人的接受程度都有所不同,其甚至可能会随着时间而逐渐改变。如果你或者其他人已经无法继续接受游戏里的某些行为,那这时就应该暂停一下,并酌情对此作出修改。而无论你的小组最后得出的底线为何,请务必对其——以及每一个人——都给予足够的尊重。

剧透 -  原文:
MAKING EVIL FUN
The great gift of roleplaying is that it allows people to temporarily experience what it’s like to be someone else, and sometimes it can be fun play someone very different from yourself—a person who may transgress your own morals and taboos. Playing an evil character can be a safe and entertaining way to explore humanity’s darker urges, as well as a way to help us better understand the motives and basic personhood of those people we might otherwise write off as simply “bad.”

Yet while playing an evil character can be rewarding, it’s also challenging. As a member of an adventuring party, an evil character may see other characters as adversaries, victims, or expendable resources. That same selfish, potentially abusive mentality between players can ruin games, or even friendships.

The key to playing evil well is making sure everyone in your group is on the same page. While not every party member needs to be evil, every player does need to be comfortable with both where the story may go and the potential interpersonal dynamics. Just as there’s nothing wrong with wanting to play an evil character, there’s nothing wrong with not wanting to play that way, either. Above all, be honest and open—a conversation where people feel judged or pressured will only set your group up for failure.

First, your group should create guidelines for player interaction. For some groups, PC versus PC scheming, in- character insult battles, and even PCs literally backstabbing other PCs can be as much fun as working together against a challenge. Other groups feel the team bond is central to play, or just don’t like interpersonal conflict in their leisure time; the line between attacking a PC and antagonizing the player can be hard to find, so talk about it up front.

Regardless of your play style, things will run smoother if you determine from the outset why the group works together. If you’re the only evil character in a party, decide why your particular brand of evil makes you a good fit. Your party’s paladin might take pity on a dangerous addict or tolerate a power-hungry noble if she’s working toward the same goal as you are, but she probably can’t work with someone who kills innocents for fun.

Perhaps most importantly, both your group and your GM need to agree on basic boundaries. Many people may have triggers, or situations that they absolutely don’t want to come up in a game—examples might include rape or cruelty to children or animals. If someone voices such a concern, there should be no discussion—just leave those situations out of the game. Other things might be okay if they take place off-camera: a player could be fine with the story of torturing an enemy for information, but might not want to roleplay every grisly detail.

It’s best to discuss these boundaries at the beginning, but bear in mind that comfort levels vary from person to person, and may change over time. If you or someone else stops enjoying the game, pause the action and adjust accordingly. And whatever guidelines your group agrees to, respect them—and each other.


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