作者 主题: 【UCa】引退(Retirement)  (阅读 16149 次)

副标题: 我想翻译规则性的东西啊,全是描述累死人啊

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【UCa】引退(Retirement)
« 于: 2013-08-27, 周二 15:56:05 »
引退(Retirement)
每名英雄的旅程都会有一个结局。理想状态下它会发生在战役的结尾处,但是并不是每名英雄的旅程都会那么长。有的人在战斗中致残、被无法复活的方式杀害、或者被邪恶的魔法弄得面目全非。而其他人则失去了冒险的意愿,也有可能是冒险的动机变得不再重要。角色也有可能因为非游戏内的原因半途而废,比如玩家的计划有变或者无法参加,或者是玩家对扮演这个角色甚至是游戏失去兴趣。
当上述情况发生之时,你不一定非得让他就这么消失在夕阳中——你可以和DM进行协商,将她转化为NPC。如果你选择这么做,那么剩下工作便是回答一些问题。她会前往何方?在结束冒险生涯之后她会做什么?同样地,DM也会面临一种有趣的两难选择:是否应该让引退的角色作为NPC参与到战役中,若决定要这样弄的话,怎么做比较好?
要想在玩家与剧情设定之间建立联系,使用前玩家角色丰富世界并展开故事是一种很好的方式,不过过度使用她们会使得战役的聚焦远离正在活跃的玩家。DM必须也考虑到角色扮演者的意愿,没人愿意看到自己心爱的角色被扮演得面目全非。
做出将前玩家角色纳入游戏的决定并不轻松,但是这么做的好处通常比风险要高。继续使用前玩家角色强化了一种理念,即玩家角色的行为对游戏世界的影响是真实而鲜活的,这种影响即使在前一次战斗结束后也持续存在。

朴实的生活(The Simple Life)
当大多数人想起引退的冒险家时,他们的脑中都会浮现出化身为酒馆老板的探险家,或者作为治安官在街上巡逻的老练冒险者。这些角色都是将刺激与危险抛诸脑后,在文明的限制之下过着简单、安全的生活。这对于与某个定居点有着深厚联系,或者拥有在地城之外的世界还很实用的专业技能或能力的玩家角色来说,是上好的选择。要是你对让角色以此方式引退产生兴趣的话,请与DM一同协商决定你的角色能够胜任何种职业,以及在这个战役世界中对该角色来说最合适的引退地点。
DM应该考虑前玩家角色在这一地区会产生何种影响。要是3级的法师定居在村庄(thorp)或村落(hamlet)中,那么他肯定会在当地人之间掀起波澜,但是在大城镇(large town)或者城市中(city),他就很难造成什么影响了。从另一角度来看,除非本人花大力气隐姓埋名,否则新来乍到的15级牧师几乎会从根本上改变任何地区的社会与政治结构。DM应该与你讨论角色引退的目标为何,以及他如何去完成这些内容。举个例子,他是否想要建造/购买一处宅邸/产业?他光凭自己一人进行建造还是要雇佣本地的工人?玩家角色是否想要结婚?是否要领养/生育孩子?他想和当地的NPC构筑何种人际关系?他想从政么?回答这些问题有助于角色成为设定的一部分,而非被遗忘在角落或者只是简单暴力地安插到游戏中。

与玩家角色的关系(Relationship to the PCs)
你需要考虑你的引退角色与其余玩家角色的关系,包括你的新角色(如果有的话)。如果你的玩家角色与大家好聚好散,那么队伍成员会在寻求帮助和建议时获得有好的对待。引退的玩家角色也能够在DM需要向玩家们传递剧情信息时,作为便捷的代言人使用。然而DM应当小心注意,不要让引退的角色在战役中具有过多的活跃扮演——引退的重点在于退居幕后,如果你的老角色与剧情的牵涉程度和当前角色一样,那么就说明相比其他玩家,你获得了两倍的时间立于聚光灯下。
你的引退角色并不会自动成为新角色的好朋友,他不应无偿成为资金、魔法物品或施法服务的来源(不过您可以查阅家族部分中,关于处理继承早先的玩家角色的信息)。你应该将你的引退角色当做一名NPC盟友——为了公平起见,你需要进行交涉检定才能获得显著的好处,而且DM是最终判断你能够从原有玩家角色中获得何种帮助的人,他会基于战役的需要判定引退角色的意愿。

走上不同的道路(Taking a Different Path)
不再作为玩家角色使用的角色并不意味着必须退出冒险;这个角色只是不再作为主要冒险队伍中的一员而已。宗教信仰强烈的人可能会在离开队伍后为了她的信仰而前去朝圣,野蛮的勇士可能会返回她的家园去抵御入侵部族的敌人。对于充满个性的以及冒险动机独立于团队整体目标的角色来说,此类方式的引退是最好的方式。前玩家角色可能不会对团队的未来产生直接的作用,但是这并不意味着她无法继续对战役产生影响。
对于DM来说,保持离队角色与队伍关联的简单方式为,确保其他玩家角色了解关于她的行动。她可能会寄信或者以魔法(比如短讯术)来向其他玩家角色传递信息,其他玩家角色也可以通过吟游诗人或者城镇中的八卦(尤其是当他们进入引退角色所在的领地时)听到关于她的新闻与传闻。这些故事可能真实也可能被夸大了,这取决于引退角色的性格。一般来说,他们的所作所为不应该使活跃玩家角色的成就暗淡无光——目标应该总是让玩家角色们得到信息或是受到款待,而非将那些引退角色夺取故事的焦点。
这给予了DM一种预示战役后续发展、或者引导队伍进行进一步冒险的杰出手段。比如玩家角色们可能会听说老队友在附近的城镇兜售几套大型武器盔甲,之后当玩家角色们到达那片区域时则会受到山丘巨人的攻击。使用退休角色充实当地的历史与传说也能够给予战役更强的连贯性。
无论这些消息对DM以及制作前玩家角色的玩家来说真实的还是仅仅捏造的事情。引退的角色很可能去处理她过去的问题,或者对抗一些适合她面对的威胁。她可能会选择使用间接的方式帮助队伍,比如为了活跃往家角色而去追踪关于战役BOSS的线索,或者收拾队伍留下的尾巴(比如追击从玩家角色们摧毁的邪教寺院中逃跑的教徒)。引退角色甚至很可能退居二线继续对抗共同的敌人,而玩家角色只是不一定了解而已。

背叛(Betrayal)
并非所有引退角色都会致力于帮助玩家角色。你的角色可能会对她的老队友怀恨在心,甚至是由于合适的理由转而背叛队伍,特别是在队伍中产生冲突之后。曾经身为朋友的敌人是危险的对手,因为他们了解队伍的弱点。使用曾经的玩家角色作为战役中的恶党有量大优势。首先,DM节约了制作角色卡的时间,这种角色通常要比同等级的标准NPC更强力一些。其次,将玩家角色转化为恶棍会立刻调动起玩家的情绪。然而第二点原因恰恰是DM在将前玩家角色作为恶棍使用时要极为慎重的原因。频繁的背叛会快速失去这种做法的功效,而且还可能会使玩家对任何新加入队伍的玩家角色感到厌倦、愤世嫉俗或者怀疑。DM应当得到引退角色的玩家的许可(请谨慎地获取许可,以免破坏这么做带来的惊喜),因为许多玩家并不乐于看到他们的英雄转变为恶棍。当然,也有可能是DM协助玩家引入一名新的玩家角色,这名角色会在玩家与DM双方的共同意愿下,在队内做出铺垫后转化为恶棍。
一场精彩的背叛会十分突然,但是在事后却又是有迹可循且让人信服的。这种形式的引退适合那些不会立刻遭到团队怀疑的角色,只要DM与玩家能够构筑合理的动机就行。有时大环境会使这变得很轻松。被置于死地或者被认为死于战场上的角色可能会生存下来,并发誓向那些抛弃他的伙伴们进行复仇。他可能会作为不死生物(字面意义上的)归来并猎杀玩家角色们,或者以不同的形式归来,比如血肉魔像。如果他自身没有明显的背叛动机,那么DM应当考虑前玩家角色最具价值的事物,并以此来使角色转而对抗团队。即使最正直的角色也可能在合适的环境下转而对付他之前的伙伴。可能是恶棍劫持了角色的家人并以此为要挟强迫他服从命令,或者也可能是某种简单的事物,诸如安置得当的暗示效果、支配人类法术或者恶魔附身。
对于DM来说,让一名引退角色进行背叛最关键的要点是让这与战役故事产生联系。一名前玩家角色仅在一场战斗中或者一次让人紧张的扮演场景中上演背叛大戏固然不错,但是也就到此为止了。若是成为不断重复出现的反派,则会给予玩家角色们其他与故事相关的引钩,并使得玩家们依照被背叛的情感进行行动。这也会给予队伍为引退角色带来正义——或进行救赎的机会。

原文
剧透 -   :
Retirement
Every hero's journey comes to an end. Ideally this happens at the conclusion of the campaign, but not every hero makes it that far. Some are crippled in battle, killed without the possibility of resurrection, or altered beyond recognition by foul magic. Others lose the will to adventure or their motives for adventuring become irrelevant. Characters can also fall by the wayside for out-of-game reasons, such as a player's schedule changing and preventing participation or the player losing interest in playing the character or the game.

When this happens, you have an opportunity beyond the character walking off into the sunset—you can work with the GM to turn her into an NPC. If you choose this, you're left with questions to answer. Where does she go? What does she do when not adventuring? Similarly, the GMs is presented with an intriguing dilemma: should the retired character be involved in the campaign as an NPC, and if so, how?

Using ex-PCs to develop the world and advance the story is an easy way to establish a personal connection between the players and the setting, yet overusing them can steal the focus of the campaign away from the active PCs. The GM must also take the desires of the character's player into account, as few enjoy seeing a favorite PC portrayed poorly.

The decision to include ex-PCs is not one to make lightly, but the benefits typically far outweigh the risks. Continuing to use ex-PCs reinforces the idea that characters' actions have real and vital consequences for the game world, even after the last battle.

The Simple Life
When most people think of retired adventurers, they think of the explorer-turned-tavern owner or the seasoned veteran who now patrols the streets as sheriff. These are characters who turned away from excitement and danger to live simpler, safer lives within the confines of civilization. This is an excellent option for PCs who have strong ties to a particular settlement or who possess skills or abilities that would be of use in the world outside the dungeon. If you're interested in having your PC retire this way, work with the GM to determine what sort of occupation your character can pursue and what location in the campaign world is best for that role.

The GM should consider what impact the ex-PC has on the region. If a 3rd-level wizard moves to a thorp or hamlet he will make waves, but he would have hardly any effect on a large town or city. On the other hand, a newly arrived 15th-level cleric radically alters the social and political structures of just about any region unless the character takes great pains to be unobtrusive. The GM should discuss with you what the character's goals for retirement are and how he plans to accomplish them. For example, does he want to build or buy a home or business? Will he build it himself or hire local workers? Does the PC plan to marry? Have or adopt children? What relationship does he want to have with the local NPCs? Will he participate in politics? Answering these questions helps ensure the character becomes a part of the setting rather than forgotten or a tacked-on addition.

Relationship to the PCs
You need to consider your retired PC's relationship with the remaining PCs, including your new character if you have one. If your PC left on good terms, the party members now have a friendly contact to call upon for advice or assistance. The retired PC can also serve as a convenient mouthpiece when the GM needs to relay plot-relevant information to the players. However, the GM should take care not to let your retired PC have too much of an active role in the campaign—the point of retiring is to retire, and if your old character is involved almost as much as your current character that means you're getting twice as much time in the spotlight as the other players.

Your retired PC isn't automatically best friends with your new character and shouldn't be the source of free gold, magic items, or spellcasting (but see the Lineage section for information about handling inheritance from earlier PCs). You should think of your retired PC as an allied NPC—to keep things fair, you need to make Diplomacy checks to gain significant favors, and the GM is the final arbiter of how much assistance your old PC is willing to offer based on the needs of the campaign.

Taking a Different Path
A character that stops being a PC doesn't have to quit adventuring; that PC just isn't part of the main adventuring party anymore. A devout mystic might leave the group to undertake a sacred pilgrimage for her church, or a savage warrior may return to her homeland to defend her tribe from foreign invaders. This type of retirement works best for an individualistic character or one whose adventuring motives are independent of the group's overall goals. The ex-PC may not have a direct role to play in the group's future efforts, but that doesn't mean she can't continue to influence the campaign.

An easy way for the GM to keep the departed character relevant is to make sure the other PCs are informed about her activities. She might send letters or magical messages (such as from sending) to the other PCs, or the PCs may hear news and rumors about her from bards and through town gossip (especially when they're in the retired PC's territory). These tales could be realistic or bombastic, depending on the personality of the retired PC. As a general rule, they shouldn't overshadow the accomplishments of the active PCs—the goal should always be to inform or entertain the PCs rather than have the retired PC steal the spotlight.

This approach gives the GM an excellent avenue to foreshadow future developments in the campaign, or to steer the party into further adventures. For example, the PCs might hear that their old ally sold several sets of Large weapons and armor in a nearby town, and when the PCs reach that area they are attacked by a gang of hill giants. Using retired PCs to flesh out the local history and legends also gives the campaign a stronger sense of continuity.

Whether the news is true or just a fabrication is of course up to the GM and the player who created the ex-PC. The retiree might leave to deal with some issue from her past or to battle some threats she is particularly suited to confront. Alternatively, she might choose to aid the group in a less direct way, such as by tracking down leads about campaign villains on behalf of the active PCs or tying up loose ends they leave behind (such as chasing down the last few cultists fleeing a temple the PCs destroyed). The retired character might even be fighting a second front against a common foe with or without the PCs being aware.

Betrayal
Not all retired characters work to aid the PCs. Your character might harbor some grudge against her old teammates or even outright turn against them given the proper impetus, especially if there were personality conflicts in the group. Foes who were once friends make dangerous opponents, since they know the party's weaknesses. Using former PCs as campaign villains has two great advantages. First, the GM saves time by having a character sheet that is generally a little more powerful than a standard NPC of the same level. Second, the PC-turned-villain instantly engages the players' emotions. However, the latter reason is exactly why the GM should be careful using ex-PCs as villains. Repeated betrayals lose their potency quickly, and might leave players feeling jaded, cynical, or suspicious of any new PC who joins the group. The GM should have the permission of the retired PC's player (obtained discreetly, so as to not spoil the surprise), as many players won't like seeing their heroes turned into villains. Of course, it is also possible for the GM to coordinate with a player to introduce a new PC that they both want to turn into a villain after he spends a stint in the party.

A good betrayal is unexpected but believable in hindsight. This form of retirement works well for a character the party would not immediately suspect, so long as the GM and player can construct a rational motive. Sometimes the circumstances make this easy. A character left for dead or believed killed in battle might survive and swear revenge on the friends who abandoned him. He could return as an undead creature to (quite literally) haunt the PCs, or return in a different form, such as a flesh golem. If no obvious motive for betrayal presents itself, the GM should consider what the ex-PC values most, and use that information to turn the character against the party. Even the most righteous characters may turn against former friends under the right circumstances. Perhaps the villains are holding the character's family hostage to force compliance, or perhaps it's something as simple as a well-placed suggestion effect, a dominate person spell, or demonic possession.

The key to making the most of a retired character's betrayal is for the GM to tie it in with the campaign story. A former PC that acts alone is good for one fight or a tense roleplaying scene, but not much more than that. One who becomes a recurring villain, however, gives the PCs another hook to get involved with the story and lets the players act on their feelings of betrayal. It also gives them the opportunity to bring the former PC to justice—or offer redemption.
« 上次编辑: 2013-09-04, 周三 15:13:32 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】引退(Retirement)
« 回帖 #1 于: 2013-08-27, 周二 16:52:04 »
引述: 酒馆老板 卡拉蒙
"看,小雷,兔子耶!"
"Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo."
"Wouldn't the sentence 'I want to put a hyphen between the words Fish and and and and and Chips in my Fish-and-Chips sign' have been clearer if quotation marks had been placed between Fish and and, and and and and, and and and and, and and and and, and and and and, and and and Chips, as well as after Chips?"
"!"
"Amateur."

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Re: 【UCa】引退(Retirement)
« 回帖 #2 于: 2013-08-27, 周二 23:23:40 »
看见了副标题,我还以为奈奈要隐退了呢 :em032

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Re: 【UCa】引退(Retirement)
« 回帖 #3 于: 2013-08-28, 周三 10:37:51 »
想起当年的马戏团梦想了,有点伤感 :em002

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Re: 【UCa】引退(Retirement)
« 回帖 #4 于: 2013-08-28, 周三 10:41:58 »
PF在这种细节的地方做出的努力,虽然我一开始无视,现在却越来越有好感了。
无论是否采用或者DM有更好的主意,他们的确是在”跑团者“的角度进行规则架构的,而且在各种战斗规则以外的地方做了有趣的延伸。
感谢奈奈认真的翻译~
我先放个卷轴在这里,上面记载的咒语足以解决你们生活与跑团中遇到的大部分困境:别把自己太当一回事。
苦难会在不经意间开始,不经意间结束,幸福亦然。

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Re: 【UCa】引退(Retirement)
« 回帖 #5 于: 2013-08-28, 周三 10:50:34 »
 :em027看完感觉好好~~~于是pc想换卡的时候就不会出现...刻意战死然后埋了拉倒这种事情= =特别是队伍里其实会复活!

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Re: 【UCa】引退(Retirement)
« 回帖 #6 于: 2013-08-28, 周三 12:44:10 »
 :em032居然没有一个人提到膝盖中箭么!
剧透 -  近期完结:《糖》:
剧透 -  近期完结:《深海症候群》:
剧透 -  正在准备:《失落之镇》:

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Re: 【UCa】引退(Retirement)
« 回帖 #7 于: 2013-09-12, 周四 10:49:39 »
金盆洗手!
盒子已经盖上了,只剩下希望还关在里面。魔女因此而被诅咒,大地因此而被鲜血滋润,就连天使的翅膀也染成了暗淡的红翼,被这堕落的世界所同化……

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Re: 【UCa】引退(Retirement)
« 回帖 #8 于: 2013-09-17, 周二 03:16:02 »
我和你一样曾经是个冒险者,直到我膝盖中了一箭