作者 主题: 〖规则翻译〗Deep Dark Deathlike 深黑如死  (阅读 4948 次)

副标题: 直译难道不应该是《黑深残》……自用,90%机翻,已完成。

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〖规则翻译〗Deep Dark Deathlike 深黑如死
« 于: 2022-06-23, 周四 18:50:30 »
规则购买地址:https://www.drivethrurpg.com/product/226312/Deep-Dark-Deathlike

16页轻规则,已完成。
感谢有道,感谢Google,感谢DeepL。

译文+空白卡:https://pan.baidu.com/s/1fBzRfNia2wzjgf0U6GP0zw?pwd=4jgq
« 上次编辑: 2022-06-24, 周五 23:58:06 由 CyberMoss »

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Deep Dark Deathlike
« 回帖 #1 于: 2022-06-23, 周四 18:54:15 »
Deep Dark Deathlike


这是一款关于存在主义恐怖的角色扮演游戏,玩家们几乎不可能赢。绝望、渺小、徒劳……糟糕的事情将要发生。这个游戏应该在昏暗的灯光和令人不安的配乐中进行。所有玩家都应该清楚自己所面对的是什么,并且从一开始就必须达成一致。
劇透 -   :
This is a roleplaying game of existential horror and dread. It is not likely the players will win. Bad things are going to happen — hopelessness, insignificance, and futility. This game should be played in dim lighting and with a haunting ambient soundtrack. All players should be aware of what they’re getting into and limits must be agreed upon from the start.
《深黑如死》游戏分为三个部分,称为“片段”。第一个片段“篝火”将角色创作与协作叙事相结合。第二个片段“黑夜”玩法类似传统RPG,但玩家不能看他们的角色表。他们必须努力记住数值并抓住机会,这代表玩家在他们探索难以想象的黑暗恐怖时迷失了自己。最后一个片段“入眠”中,玩家讲述角色的收场白,每个人都可以谈论这场故事与其奥秘。游戏中均使用六面骰。
劇透 -   :
Deep Dark Deathlike plays in three parts, called Fragments. The first Fragment, “The Campfire,” combines character creation with collaborative storytelling. The second Fragment, “The Night,” plays like a mostly traditional RPG but with a catch: Players do not have access to their character sheets. Players must struggle to remember their stats and take chances accordingly; this represents the characters losing themselves as they explore the unimaginable horrors of the darkness. The final Fragment, “The Sleep,” is the resolution during which players get to tell their characters’ epilogues and everyone is encouraged to talk through the story and its mysteries. All dice used are six-sided.

介绍 Introduction
这里一片漆黑。它是闭上眼睛后的虚无;它是边缘之外的虚无;它是宇宙的无尽虚无。没有逃离这无边黑暗的方法,这里没有希望,只能尽力拖延那必然到来的终结。一切都将消失在黑暗中。
劇透 -   :
There is a great darkness. It is the void behind closed eyes; it is the nothingness beyond the periphery; it is the infinite emptiness of the universe. There is no escape from this great darkness. There is no hope but the delay of the inevitable. All will dissolve into the darkness.

故事 The Story
“黑暗”是贯穿这款游戏的一个术语,它故意含糊其辞。黑暗指的是不可知的力量……“邪恶”这个词不太合适,因为它超越了道德。就像任何优秀的存在主义恐怖游戏一样,敌人是一种无法理解的力量,甚至不承认角色。它是一种有自己意图的力量,它为人物带来的改变生活——或结束生活的事件,纯粹是它觉醒的间接症状。黑暗可能是一个有知觉的神一样的存在,一个无限的怪物军队,一个倒向恐怖的平行领域,一个穿越现实的第四维度实体……只要符合团队的口味就行。
劇透 -   :
The “darkness” is a term used frequently throughout this game. It is deliberately vague. The darkness refers to the forces of unknowable… “evil” isn’t quite the right word, because it transcends morality. Like any good existential horror, the antagonist is a force beyond comprehension that doesn’t even acknowledge the characters. It is a force with its own intentions and the life-changing — or ending — events it causes for the characters are purely circumstantial symptoms of its wake. The darkness may be a sentient god-like being, an infinite army of monstrosities, a parallel realm of inverted horrors, a fourth dimensional entity passing through reality; whatever fits the group’s tastes.
当人物“在黑暗中”时,通常意味着他们正在阴谋的诡计之中。角色们并没有忽视不寻常之事,选择了深入探索神秘事物留下的危险道路。
劇透 -   :
When characters are referred to as being in the darkness, this usually implies being involved in the machinations of the plot. Instead of ignoring the unusual, the characters opt to explore deeper the dangerous path the mystery leaves.

角色 The Characters
自我是由一个基本的“三位一体”——心灵、身体和精神组成。这三个属性分别被称为角色的三位一体,并被赋值。一个人物有主要、次要和第三“三位一体”。主要“三位一体”获得三个骰子,次要则获得两个,第三获得一个。
劇透 -   :
The self is composed of a fundamental Trinity, composed of Mind, Body, and Spirit. These three stats are individually referred to as a character’s Trinities and are assigned values. A character has a primary, secondary, and tertiary Trinity. The primary Trinity receives three dice; the second gets two; the tertiary receives one.
这些骰子在“篝火”片段中用于计算每个“三位一体”的起始值,三位一体的数值将在“黑夜”片段中倒计,以追踪角色的自我迷失。
劇透 -   :
These dice are used throughout the Campfire Fragment to calculate the starting value for each Trinity. The values of the Trinities will count down throughout the Night Fragment to track the character’s loss of self.
每个“三位一体”有三个子类别,或称属性,可以覆盖到所有行动。它们是:心灵的规划、沟通、思考;身体的力量、反应、耐力;以及精神上的冷静、感知、投射。它们的数值也将在“篝火”片段中确定。
劇透 -   :
Each Trinity has three subcategories, or Aspects, that all actions are mechanically covered by. They are: Planning, Communing, Figuring for Mind; Exerting, Reacting, and Enduring for Body; and Calming, Sensing, and Projecting for Spirit. Their values will also be determined during the course of the Campfire Fragment.
心灵 Mind
对意识、理解和智慧的追求。
规划:当有时间准备和方法为某种情况做准备时。
思考:当必须处理新的感官信息以理解某种情况时。
沟通:当必须与他人分享想法并从他人那里接受想法时。
劇透 -   :
For those pursuits of consciousness, understanding, and intellect.
Planning, for when there is time for preparation and the means to be prepared for a situation.
Figuring, for when new sensory information must be processed to understand a situation.
Communing, for when ideas must be shared with and received from others.
身体 Body
对肉体领域的追求,包括力量和衰竭。
力量:是指那些在周围环境中表现出力量和意志的壮举。
反应:是指那些被动反应和敏捷的表现。
耐力:是指在特别艰苦的情况下,生存和耐力的表现。
劇透 -   :
For those pursuits of the physical realm, to include strength and deterioration.
Exerting, for those feats of strength and exertion of might, force, and will on one’s surroundings.
Reacting, for those feats of reflex and dexterity in response to being acted upon.
Enduring, for those feats of survival and stamina, when a situation is exceptionally grueling.
灵魂 Soul
对深奥事物和保持理智的追求。
冷静:用于黑暗在心中激起太多的恐惧和焦虑的时候。
感知:用于黑暗试图偷偷渗入心脏的时候。
投射:用于必须直接对黑暗采取行动的时候。
劇透 -   :
For those pursuits of the esoteric and the maintenance of sanity.
Calming, for those times when the darkness excites too much fear and anxiety in the heart.
Sensing, for those times when the darkness attempts to infiltrate the heart surreptitiously.
Projecting, for those times when one must act directly upon and against the darkness.
在第二个片段“黑夜”中使用了子属性来解决问题并完成任务。玩家投掷两个骰子,如果总和等于或小于子属性的值,则该动作成功。如果角色的子属性为 1(最小值),那么两个骰子中仅有一个骰子为1才能成功。
劇透 -   :
Aspects are used in the second Fragment, the Night, to solve problems and get things done. The player rolls two dice and if the sum is equal to or less than the value of the Aspect, the action is considered successful. If the character has an Aspect at 1 — the minimum value — only a single die of the two has to match 1 to succeed.

现在,进入黑暗 Now, Into Darkness
作为 GM,请务必充分熟悉每个部分的规则,以确保游戏的顺利进行。在这个过程中回答问题总是可以的。最重要的是,这是一款游戏,它的目的是为了好玩,所以请多多与您的玩家沟通,确保每个人都能享受其中。
劇透 -   :
As a GM, please make sure to fully familiarize yourself with the rules of each section to ensure a seamless session. It’s always okay to field questions along the way though. Most importantly, this is a game and it is meant to be fun, so always check in with your players to make sure everyone’s okay.
« 上次编辑: 2022-06-24, 周五 22:09:03 由 CyberMoss »

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Now, Into Darkness
« 回帖 #2 于: 2022-06-23, 周四 23:48:44 »
首先,我们抵御黑暗,围在篝火旁,说说你是如何来到这里的。就像火焰一样,那些记忆会像灰烬一样消散在黑暗中,但它们将是这段旅程的起点。谁聚集在这团火的周围?让我们去发现它们。
劇透 -   :
First, we fend off the darkness. Gather round the campfire and tell the origins of how you arrived here. Like the flame, those memories will scatter like ash into the darkness, but they will be the trailhead from which this journey begins. Who has gathered around this fire? Let us discover them.
“篝火”片段将角色创建和故事介绍结合到游戏中,每个玩家讲述他们角色的故事,以及他们是如何来到这个黑暗中最后的光明堡垒的。
劇透 -   :
The Campfire Fragment combines character creation and story introduction into gameplay. Each player tells their character’s story and how they arrived in this last bastion of light in the darkness.
角色故事通过六个阶段进行,每个阶段都要克服一个阻碍。玩家轮流扮演每个阶段的角色,这样所有的角色就能一起在故事中成长。GM和玩家可以利用其他角色故事中的信息,将角色之间的主题和元素统一起来。当每个玩家轮流上场时,鼓励其他玩家积极旁观并考虑他们接下来的选择。
劇透 -   :
Character stories progress through six stages, each one with an obstacle to overcome. Players take turns playing each stage so that all characters progress through their stories together. The GM and players can use information from other characters’ stories to unite themes and elements between characters. When each player takes a turn, the others are encouraged to actively spectate and consider their upcoming choices.
在每一轮的开始,GM都会解释当前阶段代表着什么,并可能会提出一些引导性的问题,或提供特定环境的背景信息。然后,玩家描述他们的角色在这个阶段遇到的阻碍,以及他们的角色是如何克服它的——特别是们最依赖哪个“三位一体”。GM秘密掷骰,并判断结果是“糟糕”(1或2)、“不错”(3或4)还是“好”(5或6)。这个结果代表了这个角色实际解决阻碍的程度。
劇透 -   :
The GM begins each round by explaining what the current stage represents and may ask leading questions or provide context for the specific setting. The player then describes their character’s obstacle for that stage and how their character went about overcoming it — and, specifically, which Trinity they relied on most to do so. The GM secretly rolls a single die and says whether the result was “bad” (1 or 2), “okay” (3 or 4), or “good” (5 or 6). The result represents how well the character actually addressed their obstacle.
一次“糟糕”的骰点意味着角色与阻碍作斗争或没有以健康的方式处理它,这一阻碍将继续影响他们的生活。“中立”意味着阻碍本身已被克服,但同时角色也背负了新的负担。“高”骰点意味着阻碍大部分已被克服,只有少数不利后果。每遇到一个阻碍,玩家最多可以要求两次额外掷骰(总共三次)。每次掷骰都代表着角色尝试克服困难,而所有尝试都存在于角色的过去。最后一次掷骰是最终的结果。并不是所有的角色都克服了所有的困难,大多数人仍然会被他们所做的决定所困扰。
劇透 -   :
A “bad” roll means the character struggles with the obstacle or does not deal with it in a healthy way; this obstacle will continue to affect their lives. “Neutral” means the obstacle itself was overcome, but in so doing the character is laden with new burdens. “High” means the obstacle was mostly overcome with only a few adverse consequences. The player may ask for up to two additional rolls (for a total of three rolls) per obstacle. Each roll represents the character’s attempt to solve the obstacle and all attempts canonically exist in the character’s past. The last roll made stands as the ultimate result. Not all characters will have overcome all their hardships and most will still be haunted by decisions they’ve made.
每个“三位一体”都有使用次数的限制,这将决定“三位一体”是主要、次要还是第三的。在“篝火”片段中,三个“三位一体”分别会使用三次、两次、一次。GM可以提醒玩家他们使用了每个“三位一体”的次数,以便对角色做出明智的决定。
劇透 -   :
The player may only use each Trinity for a certain number of obstacles, which will set whether that Trinity is primary, secondary, or tertiary. Throughout the course of their Campfire story, they will use one Trinity three times, one Trinity twice, and one Trinity once. The GM can remind the player how many times they’ve used each Trinity in order to make informed decisions about their character.
GM秘密记录每个“三位一体”中每次尝试克服阻碍的最终掷骰结果。 在篝火片段结束时,他们将对每个“三位一体”的数值求和。这些数字是角色的“三位一体”分数——玩家不会知道这些数字。
劇透 -   :
The GM secretly tracks the results of the final roll for each obstacle in each Trinity. At the end of the Campfire Fragment, they will sum the values for each Trinity. These numbers are the characters’ scores for their Trinities — the player will not be aware of these numbers.
在这个过程中,玩家会为他们的属性分配点数。第一次在克服阻碍使用“三位一体”时,玩家每次掷骰获得3点,以分配到该“三位一体”的属性上。玩家可能会为了获得更多点数而要求重新掷高骰点,但这冒着最终掷出糟糕或中立结果的风险;这意味着角色克服了阻碍,但选择回到阻碍。例如,一个角色可能会为了再喝一杯酒而背叛戒酒。这种经历,无论是好是坏,都能引导个人成长。
劇透 -   :
Along the way, the player assigns points to their Aspects. The first time a Trinity is used on an obstacle, the player receives 3 points per roll to distribute on Aspects for that Trinity. The player may ask to re-roll a high roll in order to get more points at the risk of ending with a bad or neutral roll as a final result; this means the character overcame the obstacle, but chose to revert back to it. For example, a character may betray a stint of sobriety and fall off the wagon for one more fix. The experience, good or bad, still leads to personal growth.
在第一次使用“三位一体”之后,玩家每次掷骰都将获得3点用于任何属性(无论是哪个“三位一体”的)。如果玩家在所有的六个阻碍上完成了三次掷骰,他们将拥有54点用于所有9个属性。玩家不需要为了拥有一个无敌的角色而骰满次数。玩家将在“篝火”片段的角色表上记录这些数值,属性不能提升至10以上,所有属性都从1开始。
劇透 -   :
When a Trinity is used after the first time, the player receives 3 points per roll to spend on any of their Aspects, regardless of Trinity. If a player takes all three rolls on all six obstacles, they will have 54 points to spend across all nine Aspects. A player does not need to take all rolls in order to have a competent and capable character. The player will track these values on their character sheet throughout the Campfire Fragment. An Aspect cannot be raised above 10 and all begin at a value of 1.
以下是角色故事的六个阶段和阻碍,按顺序排列。玩家以这些阻碍为指导讲述自己的故事;他们提供背景并设置阻碍,然后GM为阻碍添加一些混乱或新的角度。玩家解释他们如何试图克服困难,决定他们要使用的“三位一体”,然后GM开始秘密掷骰,直到玩家决定继续他们的故事。这样,一个角色就被创造出来了。
劇透 -   :
On the following are the six stages and obstacles of the character’s story, in order. The player tells their story with these obstacles as the guidelines; they provide the context and set up the obstacle, then the GM adds a complication or new facet to the obstacle. The player explains how they attempt to overcome the obstacle, decides on the Trinity they use, and the GM makes the secret roll until the player decides to move on with their story: Thus, a character is created.
« 上次编辑: 2022-06-24, 周五 19:07:26 由 CyberMoss »

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Six Obstacles
« 回帖 #3 于: 2022-06-24, 周五 15:45:28 »
现在,告诉我们——告诉火焰。
劇透 -   :
Tell us now — tell the fire:

自我发现 Self-Discovery
人们遇到的第一个阻碍是他们自己。角色接受了一个关于自己的真相,他们不能立即和解。这个阻碍可能是对自身缺陷的认识,也可能是在当前环境中疏远自己的一个方面。这可能是信仰的堕落,与某种成瘾斗争,或与他们身份的某个方面达成妥协。
劇透 -   :
The first obstacle one encounters is their own self. The character comes to terms with a truth about themself they cannot immediately reconcile. This obstacle can be the recognition of a flaw in themselves or a facet of themself that is alienating in their current environment. It could be a fall from faith, struggling with an addiction, or coming to terms with an aspect of their identity.
角色在他们身上发现的真相不一定是负面的;这也可能是一个宏伟的愿望。如果在此时角色不容易接受或无法实际获得,积极的自我发现也会成为阻碍。
劇透 -   :
The truth the character discovers within them does not have to be a negative; it could just as well be a grand aspiration. Positive self-discoveries become obstacles when they are not readily accepted or realistically obtainable for the character at this time.

平凡悲剧 Mundane Tragedy
第二个阻碍来自人物个人生活或周围环境中的悲剧,如亲人去世、房屋被烧毁、突然失去收入或犯下可怕的罪行。这个人物必须努力应对悲剧的现实,并处理由此产生的诸多后果。
劇透 -   :
The second obstacle emerges from a tragedy in the character’s personal life or surroundings, such as the death of a loved one, their home burning down, the sudden loss of income, or committing a terrible crime. The character must grapple with the reality of the tragedy, as well as manage the many repercussions that arise from it.

爱与希望 Hope and Love
第三个阻碍似乎不过如此。一个全新的机会的引入,一个消耗爱意的目标,或者一些深刻的希望,在角色内部产生了一种必须应对的动力。对这个阻碍的追求或拒绝会从根本上改变角色的生活。
劇透 -   :
The third obstacle seems anything but. The introduction of a grand new opportunity, a target of consuming love, or something profound to hope for creates a drive within the character that must be addressed. The pursuit or refusal of this obstacle is life altering on a fundamental level for the character.
在解释玩家掷骰结果时,阻碍是否被克服取决于是否在困境中获得了希望,或者如果希望容易获得,那么会如何进行牺牲。
劇透 -   :
When interpreting the results of player’s roll, the obstacle that is or is not overcome could be whether or not that hopeful thing was obtained if that was wherein the difficulty dwelt — or it could be how sacrifice was managed if the thing itself was easily got.

触及黑暗 Brush with Darkness
第四个阻碍将黑暗带入角色的生活。黑暗以一种无法解释的形式在这个角色的生活中显现出来:在远处跟随的模糊身影,凭空出现的呼吸和咆哮,地板和墙壁的裂隙中渗出血液。角色不会以任何察觉、阻止或甚至直接处理掉黑暗的方式“解决”这个阻碍。相反,角色必须处理好这个事件对他们的生活、工作和人际关系的影响。在这一阻碍中,黑暗实例的影响总是很重要的。
劇透 -   :
The fourth obstacle invites darkness into the character’s life. Darkness manifests in the character’s life as something inexplicable: Shadowy figures who follow at a distance, sourceless sounds of breathing and growling, blood seeping from cracks in the floor and walls. The character will not “solve” this obstacle in any way that identifies, prevents, or even directly addresses the actual instance of darkness. Instead, the character must manage how this event has affected their life, their job, their relationships. The instance of darkness for this obstacle is invariably significant in its impact.

与光和解 Reconciliation with Light
角色将试图回到他们的平凡生活,远离黑暗,这就是第五个阻碍。他们的记忆被黑暗所困扰,但他们仍然挣扎着回归平常。角色远离了他们之前被黑暗影响的生活就是阻碍本身,他们可能会搬到别的州,与所爱的人分开,或者个人哲学发生极大转变。
劇透 -   :
The character will attempt to return to their mundane life, turning their back on the darkness, and therein lies the fifth obstacle. Their memory is haunted by darkness, but they still struggle to achieve some modicum of normalcy. The obstacle itself is the character’s act of removing or distancing themself from the aspect of their life previously affected by the darkness. The character may move across states, separate from loved ones, or dramatically shift a personal philosophy.

踏入黑暗 Embarkation into Darkness
第六个也是最后一个阻碍是角色不可避免地会发现自己在寻找的那扇门:回到黑暗中。黑暗——或者至少是其中动摇的记忆——已经污染了角色生活的方方面面,所以角色放弃了他们人性的支柱,去探索那些永远无法真正理解的东西。上一个阻碍的结果将直接影响到黑暗如何回归以及角色将以何种方式进入其中。
劇透 -   :
The sixth and final obstacle is the door the character inevitably finds themself seeking: a return to the darkness. The darkness — or, at least, the shakeable memory thereof — has tainted all aspects of the character’s life, so the character abandons their anchors of humanity and explores what cannot ever be truly understood. The results of the previous obstacle will directly affect how the darkness returns and on what terms the character introduces themself into it.

围着篝火 Gather Round
玩家设定其角色的故事背景,解释阻碍的类型,以及他们如何试图克服阻碍。GM掷骰并描述结果,为故事引入新元素;即使玩家选择重新掷骰,失败和成功仍然会发生。在这过程中,GM将计算“三位一体”的数值(仅计算每个阻碍的最后一次掷骰结果),玩家则要记录属性。一旦完成了角色的故事,玩家要将角色表交给GM。“黑夜”片段时玩家不能查看角色卡。
劇透 -   :
The player sets up the context of their character’s story, explains the nature of the obstacle, and how they attempt to overcome it. The GM rolls the dice and describes the results, introducing new elements to the story; even if a player opts for a re-roll, failures and successes still occur. Along the way, the GM tallies the values for the Trinities (counting only the final roll for each obstacle) and the player keeps track of Aspects. Once a character is done with their story, they hand their character sheet to the GM and are not allowed to look at it for any of the Night Fragment.
玩家在合作游戏中需要注意不要与其他角色之前的故事相矛盾,GM对于任何冲突具有最终仲裁权。GM还应该记录角色故事,以便将其中的元素融入下一个片段中。
劇透 -   :
It is the cooperative responsibility of the players to not contradict anything established previously in another character’s story. The GM has final arbitration in any conflicts. The GM should also keep notes on character stories in order to work elements of them into the next Fragment.
所有角色都围在同一团篝火旁,结束他们的故事。
劇透 -   :
l characters end their stories around the same proverbial campfire.
« 上次编辑: 2022-06-24, 周五 22:09:59 由 CyberMoss »

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The Fragment of the Night
« 回帖 #4 于: 2022-06-24, 周五 19:44:43 »
我们已经放弃了对黑暗的被迫无知,而是选择探索黑暗的角落,徒劳地尝试理解它。迈出步伐,踏入阴影。现在,让我们一起看看隐藏在视线之外的奥秘。
劇透 -   :
We have abandoned our forced ignorance of the darkness and choose instead to explore its corners in the doomed attempt to comprehend. Take your steps into the shadow. Together now, let us see what mysteries lie hidden out of sight.
“夜晚”片段代表了角色扮演环节中的核心故事。GM引导玩家完成GM预先设计好的谜题。这一情节应该与角色的故事元素相结合,并最终在单场游戏中达到高潮(而不是持续的战役)。
劇透 -   :
The Fragment of the Night represents the core story of the roleplaying session. The GM guides the players through a mystery the GM has designed ahead of time. This plot should tie in elements of the characters’ stories and ultimately culminate in a single session instead of an ongoing campaign.
这是一款存在主义的恐怖游戏。怪物不仅仅是可以对抗的生物,更是一种有形的恐惧,它会感染你的思想,腐蚀你的灵魂,让人们堕落。黑暗存在于超越人类的位面,不会被打败,永不停止。这里没有胜利。
劇透 -   :
This game is one of existential terror and dread. Monsters are not mere creatures that can be fought against. Monsters are the tangible fear that infects the mind and corrupts the spirit or suited figures with smudged faces that are always out of reach. The darkness exists on a level beyond humanity. The darkness will not be defeated. It will not be stopped. There is no victory here.
黑暗并不以个人的身份运作。人类对黑暗来说微不足道——他们真的什么都不是。故事情节可以集中在海洋下的一只沉睡的眼睛,它梦见所有噩梦成真,幽灵信使可以收走灵魂而不杀死宿主,或者腐败的星星在地球上沸腾,扭曲现实,只有被黑暗接触到的人才能感知。角色们参与到这个情节中纯属偶然。
劇透 -   :
The darkness does not operate in a personal capacity. Humans are insignificant to the darkness — they are literally nothing. The plot could focus on a sleeping eye beneath the ocean that dreams all nightmares into existence, spectral messengers that collect souls en masse without ever killing the host, or astral corruption boiling up through the earth and twisting reality in ways only those touched by darkness can perceive. The characters’ involvement in this plot is incidental and purely accidental.
在整个剧情过程中,角色们可以更多地了解他们的世界的真实本质和阴谋的细节。他们不能直接影响这些阴谋,但他们可能会在余生中试图阻止厄运——对于无限的恶意来说,几十年又算得了什么?——或者重新定位一个焦点。他们可能会选择拯救一个家庭,或者在绝望的尝试中牺牲自己来抵消某些特定的行动。也许唯一的胜利是拯救一个失踪的灵魂或净化一个被侵蚀的地方。以自己的理智生存下来就已经是胜利,当然,这也够困难了。
劇透 -   :
Throughout the course of the plot, the characters can learn more about the true nature of their world and details of the machinations at work. They cannot affect these machinations directly, but they may attempt to forestall doom for the rest of their lifespans — what is a few decades to infinite malice? — or relocate a certain epicenter. They may opt to save a family or sacrifice themselves in a desperate attempt to offset some specific course of action. Perhaps the only victory to be had is rescuing a single soul that has gone missing or purifying one location of corruption. Surviving with one’s own sanity will be victory enough. It will certainly be hard enough won.
GM呈现了一系列场景来推进剧情发展。每个场景有两部分:GM 部分和玩家部分。GM通过描述事件和环境来开始一个场景,然后玩家就根据这些线索采取行动。
劇透 -   :
The GM presents a series of scenes to progress the plot. Each scene has two halves: the GM half and the player half. The GM begins a scene by describing events and conditions to pursue; players then get the opportunity to act on those clues.

使用属性 Using Aspects
当玩家对周围环境采取行动时,对自己的属性进行掷骰。玩家陈述自己的尝试,然后掷两次骰子,如果总和等于或小于属性的值,则该动作的结果将是成功的(如果属性为1,则只需一个骰子等于1)。然而,玩家并看不到自己的属性值,所以他们必须声明自己认为本次掷骰结果是否成功。
劇透 -   :
Players act on their surroundings by rolling against their Aspects. A player states what they’re attempting and then rolls two dice; if the sum is equal to or less than the value of the Aspect, then the result of that action would be a success (if the Aspect is 1, only one die needs to equal 1). However, the player does not have the value of their Aspect in front of them, so they must declare whether or not they think that dice roll was a success.
如果本次骰点真的成功了,而且玩家也宣布成功了,那么行动就会很顺利,GM将该属性增加1点。如果掷骰失败而玩家宣布成功,那么行动表面上看起来很顺利,但最终会导致一些可怕的后果。负面结果是间接且延迟的,但可以追溯到与源行动相关的地方。虽然这些成功最终会适得其反,但它们确实为当前的问题提供了直接的解决方案,并推动了故事的发展。当一次失败的骰点被宣布为成功时,GM会将相关的“三位一体”数值减少1点。属性不能被降低到1以下。
劇透 -   :
If the roll actually succeeded and the player declared a success, then the action goes well. The GM increases the Aspect used by 1. If the roll failed and the player declared a success, the action superficially appears to go well, but will ultimately result in something awful. The negative consequence will be indirect and delayed, but traceable back as related to the source action. Though these successes ultimately backfire, they do provide immediate solutions to current problems and progress the story. When a success is declared on a failed roll, the GM reduces the value of the associated Trinity by 1. When a Trinity is reduced by 1, so too is a single Aspect of the GM’s choice of that Trinity. An Aspect cannot be reduced below 1.
如果玩家宣告失败,那么掷骰成功或失败都无关紧要:行动失败。它不是灾难性的,但它对现状不利,或者至少会很不方便。玩家可能不会在场景中再次尝试使用该属性。“三位一体”数值不受影响。
劇透 -   :
If the player declares failure, it does not matter if the roll succeeded or failed: the action fails. It is not catastrophic, but it is detrimental or, at the very least, inconvenient. The player may not attempt to use that Aspect again during the scene. The Trinity value is not affected.
GM不会说明骰点数值与属性数值相比如何,但故事结果还是可以解读为成功或失败的。此外,玩家不能脱离角色记录成功、失败或数字。如果角色有笔记本或纸片,他们可能会标记一些“X”或“O”表示做过的事情,但不能标记数字,因为角色看不到骰子。
劇透 -   :
The GM does not say how the value of the dice actually compares to the value of the Aspect, but the story result should be decipherable as a success or failure. Furthermore, the player cannot track successes, failures, or numbers out of character. If a character has a notebook or scrap of paper, they may mark Xs or Os for what’s worked, but no numbers because the character cannot see dice.

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Loss of Self
« 回帖 #5 于: 2022-06-24, 周五 21:41:55 »
如果角色没有任何书写材料,他们可能会选择——对玩家来说也是如此——在自己的皮肤上写字以保持记录。这些勉强记录抽象行动的手段可能会让角色看起来像是疯了,甚至最终导致疯狂。
劇透 -   :
If the character does not have anything to write on, they may opt to — and so to the player — write on their own skin to keep track. These obtuse means of tracking abstract actions may appear as and ultimately lead to madness.
黑暗会让人迷失方向,越深入黑暗的奥秘,就会迷失得越多。这是一场保持自我意识的斗争,而部分自我会消失。玩家不得不猜测自己的能力,怀疑自己能做什么,并在绝望的时刻强迫自己成功。这代表了角色在黑暗中经历类似旅程,他们忘记了他们是谁以及真正的能力。
劇透 -   :
The darkness is disorienting and the deeper one goes into its mysteries, the more they become lost. It is a struggle to retain a sense of self and pieces will go missing. The player having to guess at their abilities, doubting what they can do, and forcing success in moments of desperation represents the character’s similar journey through the darkness and losing track of who they are and what they’re truly capable of.

危机 Crisis
一个角色可能会陷入危机:在一个超越他们的世界中崩溃并承认自己的失败。陷入危机是玩家的决定,其效果很简单。玩家声明一个特定的他们认为是1的属性作为角色危机的主题,角色哀叹自己能力不足,大喊自己的能力已经跌到谷底。GM会告诉玩家该属性是否为1。如果是,玩家现在就确定了这个值;如果不是,GM不会说它到底是多少,并且将属性和相应的“三位一体”减少1点。在整个游戏过程中,玩家可以选择随时进入危机,次数不限。
劇透 -   :
A character can go into a crisis: breakdown and admit their failings in a world beyond them. Going into crisis is a player’s decision and has a simple effect. The player declares a specific Aspect as the subject of the character’s crisis they believe is at 1; the character bemoans their inadequacy, crying out that have reached rock bottom in that capacity. The GM tells the player if the Aspect is at 1 or not. If it is, the player is now certain of this value. If it is not, the GM does not say what it is; they reduce that Aspect and the corresponding Trinity by 1. A player may choose to go into crisis whenever they want and as many times as they want throughout the course of the game.

迷失自我 Loss of Self
在“黑夜”片段中,角色的“三位一体”将不断遭受打击。玩家甚至不知道他们的 “三位一体”开始的确切值,所以他们没法记录这种自我崩坏。当“三位一体”的值达到1时,GM会立即警示玩家。如果一个“三位一体”达到0,角色的一部分自我就死亡了。他们不能再使用任何相应的属性行动,不管它们先前的数值是多少。
劇透 -   :
Throughout the Night Fragment, the characters will continually suffer hits to their Trinities. Players don’t even know the exact value their Trinities begin at, so they have no hope of keeping track of this degradation of self. The GM alerts the player immediately when a Trinity value reaches 1. If a Trinity reaches 0, a part of the character’s self dies. They cannot act with any of the corresponding Aspects, regardless of their previous values.
当其中一个“三位一体”变成0时,角色仍然可以继续行动,但他们变成了行尸走肉。如果身体值为0,则角色太虚弱、太迟钝或太麻木,除了最懒散的动作外,几乎无法行动。如果心灵值为0,他们的思想就会变得非常混乱,他们无法处理最基本的信息之外的任何东西。如果灵魂值为0,他们的灵魂之光已经熄灭,他们在黑暗中是全然脆弱的。
劇透 -   :
A character can still function when one of the Trinities hits 0, but they become a shell of a person. If Body hits 0, the character is too weak, lethargic, or apathetic to act beyond the most sloth-like movements. If Mind hits 0, their thoughts become so muddled and confused, they cannot process anything beyond the most basic of information. If Soul hits 0, the light of their soul has been extinguished and they are completely vulnerable to the darkness.
如果有第二个“三位一体”值归零,角色必须在以下两个选项中选择一个:屈服于黑暗,然后死去,或者接受黑暗进入他们的内心,成为一个堕落的人而继续行动。如果角色选择屈服,他们可以查看他们的角色表,并拥有与他们最后一个“三位一体”的属性值之和相等的行动次数。每个动作都会成功,但角色随后将不复存在。这些动作必须在当前场景的过程中进行;根据GM的判断,最终行动可能会在下一个场景中进行,但不能更迟了。
劇透 -   :
If a second Trinity value reaches 0, the character has to choose one of two options: surrender to darkness and fade away or accept darkness into their heart and continue acting as a corrupted individual. If the character surrenders, they may look at their character sheet and take a number of actions equal to the sum of the Aspects in their last Trinity. Each action is essentially successful, within GM moderation, but the character ceases to exist afterward. These actions must be made over the course of the current scene; per GM discretion, the final actions may be taken in the very next scene, but no later.
玩家可以选择让他们的角色在牺牲后,作为影子回归游戏。他们不能行动,但可以继续跟随团队,间接地与他们交流:雾玻璃中的字母,用诡异的风摇晃物体,气温骤降,等等。团队会认出影子是他们之前的同伴,并理解他们是在尝试继续合作。
劇透 -   :
The player may choose to have their character return after their sacrifice as a shadow. They cannot act, but can continue to follow the group and communicate with them indirectly: letters in fogged glass, shaking objects with an eerie wind, cold spots, etc. The group recognizes the shadow as their previous companion and understands that they’re attempting to cooperate.
如果角色接受黑暗进入他们的内心,他们就会得到一个新的“三位一体”来取代失去的那两个——尽管现在“三位一体”这个词在这里并不妥当。这个新属性是“黑暗”,从1点开始,只有一个属性,“诱引”,值为13,这意味着它永远不会失败。每当进行黑暗检定时,GM会增加角色的黑暗点数。当“黑暗”值超过了仅剩的“三位一体”初始值时,角色便沦为了黑暗的工具,玩家就失去了对角色的控制,GM会使用他们去对抗剩下的一方。在GM允许的情况下,玩家可以为此目的保留对角色的控制权。
劇透 -   :
If the character accepts the darkness into their heart, they gain a new Trinity to replace the two that are missing — though “Trinity” is now a misnomer. This new stat is Darkness, starting at 1, and only has one aspect, Channeling, at a value of 13, meaning it can never fail. Whenever a Darkness roll is made, the GM increases the character’s Darkness score. When Darkness exceeds the remaining original Trinity, the character becomes an instrument of the darkness: the player loses control of the character and the GM uses them to actively work against the remaining party. With GM permission, the player may retain control of their character for this purpose

终结 The End
最终,幸存的角色将完成某种形式的目标,或者放弃,或者全部被黑暗吞噬。GM 也可能会选择在一个非常合适的时刻结束这个片段。长夜将尽,但随之而来的并非是黎明。
劇透 -   :
Eventually, the surviving characters will accomplish some form of their goal or will give up or will all be consumed by the darkness. The GM may also opt to end this Fragment at a dramatically appropriate moment. Night will come to an end, but it is not dawn that follows.
« 上次编辑: 2022-06-24, 周五 22:10:57 由 CyberMoss »

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The Fragment of Sleep
« 回帖 #6 于: 2022-06-24, 周五 23:21:20 »
黑暗中,黑夜无限延续。不要再战斗了。让我们放松疲惫的身躯,然后进入深沉而温柔的睡眠。让我们闭上眼睛,忘掉黑夜和那些我们从未真正亲眼目睹的恐怖。黑夜漫长,所以现在让我们入眠吧。
劇透 -   :
In the darkness, the night continues indefinitely. Do not fight anymore. Let us rest our weary bodies and go now into a deep and gentle sleep. Let us close our eyes to the night and the terrors we dare never truly bare witness to. The night has been long, so let us now sleep.
“入眠”片段代表了故事的结束:它是最短也最自由的片段。GM将会宣布黑夜结束,入眠开始。这个决定要基于许多不同的因素,并由GM自行判断。考虑玩家的表现、角色的个人轨迹,以及到目前为止在故事中完成了什么。如果玩家感觉太失败了,就不要拖到晚上了;如果玩家想要放弃,可以考虑给他们一个机会,为黑夜做一个明确的收尾。虽然GM可能有计划好的时间或事件来结束“黑夜”片段,但最终还是会取决于游戏的进展,可能会比预期的更早、更晚,或者截然不同。
劇透 -   :
The Fragment of Sleep represents the end of the story; it is the shortest and most freeform Fragment. The GM will declare the Night over and Sleep begun. This decision is based on many different factors and up to the GM to feel out. Consider how the players are doing, where the characters are at in their personal arcs, and what’s been accomplished in the story thus far. If players are feeling too defeated, don’t drag out the night. If the players want to give up, consider offering an opportunity for agency to wrap up the night with a splash of definitiveness. While the GM will have a planned time or event to end the Night fragment, the final decision will need to fit the context of the session and may be much sooner, later, or very different than was anticipated.
GM宣布“入眠”开始后,会解释角色所处的情况,并将更新后的角色表还给玩家。玩家们现在轮流描述他们角色的命运。他们是否永远在黑暗中徘徊?他们是否带着困惑与创伤回家,但暂时安全?最终结局都取决于玩家,让他们做出认为适合这个角色的决定。GM可以在故事中添加一些细节或建议,以提醒他们遗漏的重要部分或纠正错误和矛盾。在尾声里不需要掷骰,但角色剩余的属性数值会影响尾声的发展。
劇透 -   :
Once the GM declares the Sleep has begun, they explain the situation the characters are left in and return the updated character sheets to the players. The players now take turns describing the fates of their characters: Did they stay to wander the darkness forever? Did they return home, troubled and traumatized, but tentatively safe? This final decision is up to the player and what they feel is appropriate to the character. The GM may add details or suggestions to the story to remind them of important missed pieces or to correct any errors or contradictions. No rolls are necessary during this epilogue, but the character’s remaining stats should influence how it goes.
当每个玩家都说过一轮后,所有玩家都可以公开地讨论游戏是如何进行的,他们从这次经历中得到了什么,或者中途发生的事情有多疯狂。GM也可以揭示隐藏至今的全部情节——尽管玩家可能还是希望它们保持神秘。让谈话变得温暖、幽默而积极吧,让角色、故事和黑暗都归于沉睡,让玩家醒来,回到现实世界中,吃点零食,重新打开灯。
劇透 -   :
Once each player has a turn, all players may openly discuss how the game went, what they got from the experience, or how crazy that thing that happened partway through was. If the GM wants to reveal the full plot, kept hidden thus far, they may do so — though the players may wish to remain oblivious. Allow conversation to be warm, humorous, and supportive. Let the characters and stories and darkness sleep and allow the players to wake back up to the world. Have a snack and turn the lights back on.

关于存在主义 On Existentialism
存在主义是一种哲学,它非常笼统地指出,是个人提供了意义,而不是无形的总体计划。存在主义恐惧的概念本质上是,如果你必须提供你自己的意义,那就意味着整个宇宙都是无意义的。然而,存在主义的恐惧并不是存在主义的一部分——只是一种副作用。你所做的就是你自己,你自身就是创造世界变化和意义的力量和动力。
劇透 -   :
Existentialism is a philosophy that states, very generally, that it is the individual who provides meaning, not a master plan at work, unseen. The concept of existential dread is, essentially, if you have to provide your own meaning, then that means all of the universe is meaningless. Existential dread, though, isn’t part of existentialism — just a side effect. You are what you do and within you is the power and impetus to create change and meaning within the world.

关于宇宙主义 On Cosmicism
由洛夫克拉夫特主张的宇宙主义,是将存在主义的恐惧外推到自己的哲学中。这个想法是,从宇宙尺度上看,人类的相对意义就像昆虫一样,而宇宙的巨大黑暗力量实际上不是恶意的,而是冷漠的。虽然这款游戏的主题是无助和渺小,但没有什么能改变这个不可否认的事实:你很重要。
劇透 -   :
Cosmicism, led by Lovecraft, is existential dread extrapolated into its own philosophy. The idea is that humans have the relative significance of insects when seen on a cosmic scale and the great dark forces of the universe are not actually malevolent, but indifferent. While this game uses themes of helplessness and insignificance, nothing can change this unalienable truth: You matter.

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中文PDF空白卡
« 回帖 #7 于: 2022-06-24, 周五 23:21:50 »
译文+中文PDF空白卡↓

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« 上次编辑: 2022-06-24, 周五 23:55:43 由 CyberMoss »

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Using the Character Sheets
« 回帖 #8 于: 2022-06-24, 周五 23:23:26 »
使用角色表 Using the Character Sheets
前面几页包括了两张人物表。“篝火”表供玩家在“篝火”片段中建立自己的角色。
“黑夜”表供GM记录所有玩家的数据,以便在“黑夜”片段中快速参考。
劇透 -   :
Including on the previous pages are two character sheets. The Campfire sheet is for the player to use to build their character during the Campfire Fragment.
The Night sheet is for the GM to use to keep track of all player stats for quick reference during the Night Fragment.

“篝火” The Campfire
阻碍:角色必须克服的目标。
方法:角色如何尝试计划。
三位一体:选择使用的“三位一体”。
检查:尝试的次数。
结果:上述尝试的结果。
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Obstacle: For the goal the character must overcome.
Approach: For how the character’s attempted plan.
Trinity Used: For the Trinity chosen.
Check: For the number of attempts.
Conclusion: For the consequences of said attempts.
“黑夜” The Night
GM在“篝火”片段结束时收集所有角色表后,可以将角色数据转换为该表以供快速参考。提供六个角色栏;不推荐超过六人的游戏。
劇透 -   :
After the GM collects all of the character sheets at the end of the Campfire stage, they can convert the character stats to this sheet for quick reference. Six character slots are provided; parties greater than six are not recommended.

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Re: 〖规则翻译〗Deep Dark Deathlike 深黑如死
« 回帖 #9 于: 2022-06-24, 周五 23:56:06 »
完成!