譯文資料區 > Shadowrun 6E

【6e】进行游戏,p230-238

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Bellicose:
进行游戏  RUNNING THE GAME
你准备好管理第六纪元的混沌,然后把其他人扔进其中了吗?那让我们开始吧亲,欢迎来到第六纪!
劇透 -   : Are you ready to manage the chaos of the Sixth World and throw others into it? Then, let’s do this, chummer! Welcome to the Sixth World!对于任何GM来说,不论你是个第一次开团的纯新人,还是个老手GM,开了好几年,在尝试一套新规则的时候,进行游戏看起来都会是相当吓人的,不过这没问题。作为游戏的GM相当复杂,需要平衡好几个游戏概念和元素,同时还要让游戏对所有人都有意思。这需要你阅读很多,处理很多。但它也可能是无可比拟的神奇体验——我们保证你会一次又一次地回来的!本书给你的第一条建议是准备让PC好好享受吧,如果你做得好,他们会很享受的。
劇透 -   : For any gamemaster (abbreviated GM), whether you’re a first-timer or a veteran GM of many years, the task of running a game for your players can seem daunting when you’re dealing with a new rule set. And that’s okay. Being the GM for a game can be very complex, requiring the balancing of several game concepts and elements at the same time, all while trying to keep the game fun and interesting for the players. It’s a lot to take in and process. But then, it can also be a fantastic experience unlike any other—which is why you’ll keep coming back! So the first piece of advice is to prepare as if people will have fun, because most likely, they will.请注意,这里的所有信息都足够灵活,可以被加在一系列“暗影狂奔”游戏之中,不论是一次冒险,一整个故事,一次家中游戏,或者只是单次跑团。
劇透 -   : Note that this information and advice is flexible enough to be applied to a wide range of Shadowrun adventures, campaigns, home games, or general gaming sessions.
GM要他妈的做什么?  WHAT THE FRAG DOES A GM DO?
我真高兴你问了这个问题!在暗影狂奔之中,GM要在团内执行数个相当重要的职责。
劇透 -   : Glad you asked! In Shadowrun, the GM fulfills several critical roles during a gaming session.首先,他们是玩家和其角色的故事叙述者。GM负责设置和维护该次团的故事,这样才能让PC们有能做的事情和可以体验的东西。现在,这些故事可以是GM原创的,或者有他们改编的基础,比如说预先写好的冒险或者一系列之间有联系的冒险,构成一整个团。不论如何,GM都应该带领着自己的PC们从起点走到终点——中间要拐弯,绕路,碰上障碍物,经历各种剧情转折——直到他们跑的剧情结束为止,不论这是一次简单的团,还是一次更加复杂的冒险。
劇透 -   : First and foremost, they’re a storyteller for the players and their characters. A GM is responsible for setting up and maintaining the session’s narrative or story, which in turn gives the players something to do and experience. Now, these stories can be something original that the GM created, or something they’re working from, such as a pre-generated adventure or a series of interconnected adventures known as a campaign. Either way, it’s up to the GM to get their players from the beginning to
the end—along with every side-trip, detour, obstacle, and plot twist encountered along the way—of whatever they’re running, be it a simple scenario, a more complex adventure, or whatever.但我们还是先别说这么多了吧!尽管不同的GM会有着不同的个人游戏方式,他们依然应该让PC至少对游戏有兴趣,要将故事和状况展现给所有人,他们是玩家和暗影狂奔的第六纪纪元之间的主要联系。
劇透 -   : But let’s not get too far ahead of ourselves! While different GMs will develop their own style of running games over time, it’s still up to them to get and keep their players interested in playing the game by presenting the story or situation to them. They are the main point of contact between the players and the Sixth World of Shadowrun.
边栏:构筑你的GM方式  FIND YOUR GM STYLE
暗影狂奔的赛博朋克-奇幻敌托邦事实上是个相当多彩的宇宙,充满了对PC和GM的各种刺激和可能性。最基础的GM活动便是为玩家们设置舞台,提供一个关于正在发生之事的基础描绘,以及对手们会如何对PC作出反应,PC能通过何种手段跨越障碍物等。这是个好的开始。或者,一名GM也可以提供更具沉浸性的体验,包括关于状况的细节描写,背景设定,对手,和NPC的交互等等,以及最重要的:要有打戏!他们也可以试图包括地图和图标,以便更好地代表玩家角色。正确的背景音乐也能打好氛围,额外的装备,地点和人物图片,只要展现在平板电脑上,也能为游戏添上一笔。有些GM当然会要求玩家们时刻保持在角色内。你可以将其上的所有点子任意组合,但要点是:一定要找到适合你,也能让你的PC们满足的游戏方式。
劇透 -   : The cyberpunk-fantasy dystopia of Shadowrun is a vibrant universe full of excitement and possibilities in endless combinations for both players and GMs. The basic level of GM activity is setting the stage for the players, offering basic, bare-bones descriptions of what’s going on and how adversaries will react to the players or how they can overcome obstacles. This is a good start. Or a GM can offer a more mmersive experience, complete with detailed descriptions of the situation, setting, opposition, interactions with non-player characters, and most importantly: the action! They can also do things like incorporate maps or figures of some kind to represent the player’s characters. The right ambient music can also bring the mood, as can additional images of gear, locations, and people you show the players from a tablet. Some GMs require players to remain in-character for the entire session. Or any combination of the above ideas listed. The trick is to find a method of running a game (or GMing) that works not only for you but also satisfies your players.
其次,GM还是对手,盟友和导师的组合体。在暗影狂奔之中——好吧,在几乎任何RPG之中——GM都控制着游戏背景重的每一件事,包括角色会遭遇的一切。这涵盖,但不仅限于:用来作战的敌军,用来翻越的障碍,潜在的盟友,中立角色,或者任何能够助理于PC们的事物。在任何时间点,GM都要同时试图阻碍和帮助玩家。任何游戏内的角色,只要不是玩家角色(PC),都被称作非玩家角色(NPC),他们可以是GM所想要的任何人,任何东西。一切NPC都受到GM的直接控制,除非有特殊状况。而后,GM同样负责指导PC们进行游戏——不止包括游戏剧情和大缸,也包括游戏规则和概念。比如,玩家们,尤其是新玩家们,很可能在游戏中因为规则有关的内容而被卡住或者深感烦躁。他们可能忘记了游戏规则如何运转,需要人帮忙指导。也可能忘记了一条重要规则,对他们可能带来严重后果,甚至是对整支队伍和整次狂奔带来严重后果。有时候,他们也可能进入一种自认为被困住,无法出来的环境。最终,GM要决定不论是在游戏内还是游戏外,究竟怎样对待一个状况最好。
劇透 -   : Second, the GM is a combination of adversary,  ally, and guide to their players. In Shadowrun—or any RPG for that matter—the GM controls everything in the game setting that the players and their characters will encounter. This includes but is not  limited to: enemies to fight, obstacles to overcome, and potential allies, neutral parties, or items that may aid the players. At any given time, the GM is both trying to hurt and help the players. Any characters within the game that are not the player characters (PCs) are known as non-player characters (NPCs), and they can be an the GM needs. All NPCs are under the GM’s direct control, unless there are special circumstances. Additionally, a GM is responsible for guiding the PCs through the game—not just with regard to the game plot or narrative, but also when it comes to game rules and concepts. For example, players, especially new ones, can sometimes get stuck or frustrated during a game because of something rule-related. They may forget how a game mechanic works and need help figuring it out. Or they may have forgotten an important rule that could have serious repercussions for them, their team, or even the adventure as a whole. Or they may find themselves in a situation where they feel stuck with no apparent way out. It’s ultimately the GM’s job to decide how best to deal with a situation, both in and out of game.第三,GM还是裁判,是游戏中的最终权威,GM不仅要负责让故事继续前进,为玩家们提供挑战和体验,以及上述列出的所有东西,他们还是游戏之中关于游戏规则的最终裁决人。这意味着只要出现规则相关的问题,或者当规则无法涵盖的状况出现,或者对于一条规则在游戏状况中是否使用,GM都有着对事情如何继续的最终解释权。但是,GM也应该在做出此种裁判时公正且谨慎。毕竟,游戏的重点在于让所有人玩的开心。
劇透 -   : Third, the GM is the referee and ultimate authority in the game. Not only is the GM responsible formoving the story along, providing a challenge/experience for the players, and everything listed above, they’re also the supreme arbiter regarding game rules during a game session. This means that when there’s question regarding rules interpretation, or when a situation inevitably arises that is not specifically covered in said rules, or when applying the rules in any given game situation, the GM has the ultimate final say on how things proceed. However, GMs must be judicious and cautious in doing so. After all, the game is all about making sure everyone has fun.
边栏:要使用权力,不要滥用权力  USE, DON'T ABUSE YOUR AUTHORITY
在玩家和GM之间最大的冲突点一般就是对规则的阐释。这大概律不会是在基础和核心的游戏规则上(怎么开枪,怎么施法,怎么打烂一个人的脸),而会是在类似于“X会在这种情况下怎么影响Y”之类的复杂问题上暴露出来。如果PC很快就要死了,或者更糟,如果GM和PC对于规则的阐释和使用各执一词的时候,状况会愈发严重。GM虽然要负责找到解决方案,下达最终菜啊怕你,但在其中也有可能被认为是权力上脑或者手段过火,如果状况处理不好的话,两者都可能干扰甚至毁掉整个游戏体验。GM有多种可以让局势降温的手段,比如暂时同意某种妥协性规则,以及随后进行更多的规则研究以便让游戏继续进行。我们推荐GM要尽可能公平地进行游戏,永远不要将自己的权力不公正地强加在其他玩家身上。GM虽然有着最终解释权,但也要确保人人能开心,不应该只让规则为自己的便利服务。
劇透 -   : One of the biggest points of contention between players and their GM is often the interpretation of rules. This usually doesn’t cover basic/core game mechanics (e.g., how to shoot a gun, cast a spell, punch someone in the face), but instead comes into play during circumstances such as “How would X factor affect Y in this situation?” Such issues are only exacerbated when a PC is facing death or, even worse, if there’s a disagreement between GM and player regarding a rule interpretation or implementation. Gamemasters are responsible for finding a solution or making a final ruling. And in doing so, a GM can sometimes be or perceived as being heavy-handed or power-tripping, either of which can disrupt or even ruin a game if the situation is mishandled. There are multiple ways a GM can try to defuse the situation, such as agreeing to a temporary compromise and doing more rule research later to keep the game moving. It’s recommended that GMs be even-handed in their rulings and never blatantly use their authority unfairly against their players. The GM gets the final call, but they also need to help everyone have fun, rather than just try to make rulings that make life easier for them.

Bellicose:
准备游戏  PREPPING FOR A GAME
任何GM,尤其是新手GM,最快地让游戏崩盘的方式,就是不经过充分准备。尽管每个GM最终都会发展出自己独特的游戏方式,仍然有一些细节是所有人都应该知道的,不论你的技术水平和经验为何。
劇透 -   : One of the fastest ways for GMs, especially new ones, to bring their game to a screeching halt is to do little or no preparation for it. While every GM eventually develops their own game-running style, there are a few basics that everyone should follow, no matter what your skill level and experience are.
准备第一点:了解你的冒险
PREP POINT NUMBER ONE: KNOW YOUR ADVENTURE
如果GM拿着的是原创的或者房规的冒险,那么至少应该知道这次冒险会如何进行。尽管GM没必要写下每一个微小细节(虽然对有些人来说这是好事),他们也应该至少知道PC们该从哪里开始,应该阅读什么。如果在进行预先写好的冒险时,GM总是应该先读完冒险,这样不仅能够保证冒险流畅,还能够允许GM辨认潜在的问题和障碍物。比如,一次专注于战斗的冒险肯定就不适宜任何缺乏或者完全没有战斗技能的狂奔者。了解了这类事之后,GM可以选择改变冒险一点点,以便更好地适应不同的队伍。既然我们谈到了狂奔者队伍……
劇透 -   : If a GM has their own original or home-grown adventure, they should have at least a basic idea or outline of how the adventure plays out. While a GM doesn’t have to have every minute detail written down (although that can be helpful for some), at least know where the players will start and where you want them to end. But when running a pre-generated (pre-gen) adventure, a GM should always read the adventure first. Doing so not only helps keep the game flowing, but also allows a GM to identify potential problems or obstacles that may come up. For example, an adventure with heavy combat may not be the adventure for a group or runner team with little to no combat skills. Knowing this, a GM may elect to change the adventure or scenario a bit to better conform to a team’s dynamic. And speaking of a shadowrunner team …

准备第二点:了解你的玩家带着什么入场
PREP POINT NUMBER TWO: KNOW WHAT YOUR PLAYERS ARE BRINGING TO THE TABLE!
当然这一点并不总是可能做到的,但我们依然高度推荐GM在游戏开始之前熟悉PC都拿着怎样的卡。如果角色是带着原创角色进场的,GM可能能够更好地帮助PC扮演角色,以及回答任何可能出现的问题。
劇透 -   : While this one may not always be possible, it’s highly recommended that a GM know what characters their players are bringing to the table before the game session begins. If the players are bringing in original characters, the GM is better able to help their players play said characters and answer questions that inevitably come up.
准备第三点:有准备好的材料
PREP POINT NUMBER THREE: HAVE MATERIALS READY TO GO
如果GM正在攥写自己的冒险,一定要准备好笔记,地图,对手的数据,以及其他有趣的东西。它会让游戏进行更加顺畅的!如果跑的是预设冒险,将一份冒险的拷贝保存在某种设备上会更加方便。当然,你也可以用老式的纸质书。
劇透 -   : If a GM is making their own adventure, make sure to have adventure notes, maps, stats for adversaries, and all that fun stuff ready to go. It will make running a game much easier! If running a pre-gen, have a copy of the adventure handy on either a device of some kind, or a good old-fashioned paper book.
准备第四点:了解玩家的需求和预期
PREP POINT NUMBER FOUR: KNOW WHAT THE PLAYERS WANT & EXPECT
世上有多种不同的进行暗影狂奔游戏的方法。有些团众喜欢扮演一群冰冷的专业人士,只想着完成工作,拿到报酬。另外一些则是混沌的化身,永远乐意阻塞社会的正常运转,玩起来也是一副狂野且无拘无束的样子。另外一些则是在不公世界之中的正义之力,知道自己没办法整治每一项问题,但会尽力出手。
劇透 -   : There are a lot of different ways to play Shadowrun. Some groups like to roleplay as stone-cold professionals, out to do a job and collect a paycheck. Others are forces of chaos, always happy to gum up the works of society while proceeding in a wild, over-the-top fashion. Still others are forces of justice in an unjust world, knowing they can’t fix everything but ready to fix what they can.
有些团众强调故事,另一些则强调战斗。有些强调细致计划,另一些先冲进去再说,然后期待船到桥头自然直。花点时间了解一下玩家们的喜好,然后让游戏适应他们。并不是一个团中的所有人都会喜欢游戏中的同意元素,所以可能要花费点时间才能让所有人都有机会享受自己最喜欢的部分。玩家们也有自己需要做的事情——他们必须互相帮助,让游戏进行到他人喜欢的部分,在等待自己最喜欢的部分之时则要学会耐心。
劇透 -   : Some groups emphasize story, others detailed action. Some like detailed planning, others like to charge in and fly by the seat of their pants. Take some time to find out player preferences and then make the game work for them. Not everyone in a group may like the same elements in a game, so it will take work to give everyone a chance to enjoy their favorite parts. There’s work to do by the players, too—they have to help each other get to the parts of the game they like and be patient while they wait to get to their own favorite parts.

最后,和PC们交流一下自己愿意接受怎样的内容。游戏应该有多暴力,或者多不暴力?爱情应该是RP环境中的一分子吗?那么性呢?游戏中会不会有些元素太接近玩家们现实生活中的创伤了,需要避免?这些事情,不说永远没法知道,所以不要等着大吃一惊,公正公开地讨论它们吧,只有这样,游戏才能是一个大家都能开心的环境。
劇透 -   : Finally, have a conversation with players about what game elements they’re comfortable with. How violent should the game be or not be? Should romance be part of the roleplaying environment? What about sex? Are there elements of the game world that might be too close to individuals’ reallife trauma, and thus would best be avoided? There is no way to know these things without talking about them, so rather than be caught by surprise, talk about these things openly so that the ongoing game can function in a place where players will have fun

Bellicose:
失误与重大失误  GLITCHES AND CRITICAL GLITCHES
失误和重大失误能够让GM增加风味,兴奋,和剧情转折。这并不意味着很多人能够现场设想一个失误的效果,所以我们来帮忙了——如下的失误表可以适配范围极广的暗影狂奔状况。记住,你越是往右,它们就越严重。
劇透 -   : Glitches and critical glitches present prime opportunities for gamemasters to add flavor, excitement, and plot twists to your Shadowrun game. That doesn’t mean it’s easy to come up with glitches on the fly, so we’re here to help—the Glitch Table has a bunch of glitch and critical glitch suggestions for a wide variety of Shadowrun situations. Note that they tend to get more severe as you get farther to the right.
基础失误  BASIC GLITCH
将结果逆转,你意识到了自己的失败。
将结果逆转,你没有意识到自己的失败。
肌肉抽搐,该战斗余下的所有检定骰池-1。
眼睛进了东西,获得失明I状态,直到你花费一个次要动作清理眼睛为止。
崴脚了,获得跛足状态。
你被识出,获得一位次要敌人,该人和你的诸多暴行有联系。
劇透 -   : Reverse the outcome. You’re aware of your failure.
Muscle spasm (–1 on all tests for the remainder of combat).
Turn your ankle wrong (gain Hobbled status).
Reverse the outcome. You’re unaware of your failure.
Something gets in your eye. Gain the Blinded I status until you spend a Minor Action clearing your eye.
You are recognized. Gain a minor enemy who is connected to one of your many misdeeds.
基础(重大)失误  BASIC CRITICAL GLITCH
当地执法员发现了你,并且立即用与你威胁相配的力量开始追捕你。
你受到了一次短暂的癫痫,立即失去意识(填满所有眩晕CM)。
你被识出,获得一位敌人,该人和你的诸多暴行有联系。
任何和你的队伍有关的联络人都听说了你做的破事,他们会要求你洗刷自己的名声。
你最好的联络人听说了你最近做的不齿之事,你必须通过新元或者人情来洗刷自己的名声,否则他们不会帮你。
你想使之发生的事情朝着反方向发展了,而且除非它立即生效,你根本不会知道。
劇透 -   : Local law spots you and comes down on you with force appropriate to your threat.
You are recognized. Gain an enemy who is connected to one of your many misdeeds.
Your best contact has learned of your recent misdeeds. You’ll need to clear up the issue with a favor or nuyen before they will help you again.
You suffer a minor seizure and immediately fall unconscious (fill Stun Condition Monitor).
All the contacts associated with your team have heard of your recent misdeeds. They’ll need you to clear your name.
Whatever you wanted to happen goes the exact opposite. You aren’t aware of the failure unless it is an immediate effect.
远程失误  RANGED GLITCH
枪械卡壳。
武器从手中脱出。
瞄具失准(该次战斗余下攻击受到-1检定)。
提早击发(要么击中自己,要么击中一米内的另一名角色,使用基础DV减半)。
弹匣卡壳。
爆炸弹头引爆。
劇透 -   : Gun jams.
Sights misaligned (–1 on all attacks for the remainder of combat).
Clip jams.
Weapon falls from hand.
Early discharge/release (hit yourself or another character within 1 meter for 1/2 base DV).
Explosive round misfires.
远程(重大)失误  RANGED CRITICAL GLITCH
枪械爆炸(击伤主手)。
跳弹命中你,受到完整伤害+3成功,不可做防御检定,只能进行伤害抵抗。你会留下一道永恒的疤痕以作记忆。
枪械爆炸!一块飞溅的碎片命中了你的眼睛,受到2P伤害和失明I状态。
枪械:枪内所有弹药爆炸,所有在射程之中的人均受到攻击,基础伤害,不可做防御检定,只能进行伤害抵抗;弓:武器碎裂,眼部造摧毁,受到失明III状态。需要赛博,生物或者器官替换。
命中旁观者,获得一位敌人。即便没有旁观者,这发子弹也会击穿墙壁然后命中某人。
跳弹击中队友,对方承受完整伤害+3成功。不可做防御检定,只能进行伤害抵抗,会在对方身上留下一道永恒的伤疤以作记忆。
劇透 -   : Gun explodes (lose main hand).
Gun explodes! A flying piece takes out your eye.
Take 2P damage (unresisted) and Blinded I status.
Hit a bystander. Earn an enemy. Even if no bystander is apparent, the round goes through a wall and hits someone.
Ricochet hits you. Full damage plus 3 “hits.” No Defense roll, only Damage Soak. Permanent scar
as a reminder.
Gun: All ammo in the gun explodes. Everyone in range hit with an attack. Base damage, no Defense test, only Damage Resistance. Bow: Splintered weapon. Eyes destroyed. Blinded III. Cyber, bio, or organ replacement needed.
Ricochet hits your teammate. Full damage plus 3 “hits.” No Defense roll, only Damage Resistance. Permanent scar as a reminder.

Bellicose:
名声与热度  REPUTATION AND HEAT
狂奔者们在进行工作的同时,他们也会吸引他人的注意力,有好有坏。这种注意力有两种衡量手段——第一种,名声,衡量的是角色的行为在第六纪元的社区内究竟受到了怎样的关注;第二种,热度,则专注于执法部门或者相关的组织可能在狂奔者们持续违法乱纪之时施加在他们身上的压力。
劇透 -   : As shadowrunners go about their business, they’ll attract attention, both positive and negative. There are two measures of that attention—one, Reputation, looks at how word of the characters’ actions has gotten around the communities of the Sixth World, while the other, Heat, focuses on the pressure law enforcement and related organizations might put on them as they continue to commit illegal activities.
名声  REPUTATION
狂奔者的名声包括其他人听说的关于此人之事——可能是正数也可能是负数,象征着人们对他们的印象是正面还是负面。
劇透 -   : A runner’s Reputation encapsulates the things others might have heard about them. It might be a positive or negative number, indicating if people have positive or negative views of them.
名声在游戏中通过角色的特定行为发生改变,和热度不同(见下),名声在做出相关行为后立即改变,甚至可能不会在团队中被平均分配——一个人的好坏行为不一定和他们的队友有必然联系。关于如何增加或降低名声的指导在名声变化表内理出,但它们都需要GM做出一定的抉择——最终,GM必须要决定任一行为是否能被人们注意到,创造某种变化,以及这种变化为何。
劇透 -   : Reputation is affected by specific runner actions throughout the game. Unlike Heat (see below), Reputation is earned immediately after relevant actions, and when it is earned it might not
be evenly distributed throughout the team—one individual’s good or bad decisions do not necessarilycarry over to all their teammates. Guidelines for Reputation increases and decreases are in the Reputation Changes table, but of necessity these involve a fair amount of gamemaster discretion—in the end, the gamemaster has to judge whether particular actions were noticed enough to have some sort of impact, and what that impact might be
这些状况当然无法涵盖关于狂奔者名声的一切状况。这张表也更贴近指导,而非详尽的列表。
劇透 -   : These do not, of course, cover every situation that might affect a runner’s Reputation, meaning the table is more a guideline than a definitive listing.
名声变化表
行为       名声变化
在公开暴力行为中杀死旁观者     -1
在公开暴力行为中杀死多名旁观者     -3
被目击到杀死执法人员     -2
被发现伤害了状况窘迫之人     -1
为了自身目标绑架或者折磨了一名无辜人士     -1
在与约翰森先生的交易中反悔     -1
为受伤旁观者提供医疗救助     +1
为境遇不佳的公民分享自己的财富     +1
在为无权无势的人们服务时提供降价     +1
在未经付款的情况下信守了长期诺言     +1
成功使得潜在的暴力状况降温     +1
拯救了一名受欢迎且出名的人与各种危难之中     +2

名声可能改变热度调整值(见下),也可能影响社交互动。如果你的名声为+10或更高,你在和执法人员,正常社区居民和其他狂奔者进行社交时获得+1极限。当你在和暴力犯罪分子,不论是有组织犯罪还是其他,进行社交时,由于对你缺乏尊敬,他们获得+1极限。如果名声为-10或更低,则状况恰好相反,任何执法人员,社区居民和其他狂奔者在与你社交时获得+1极限,而你在和暴力犯罪分子们进行社交时获得+1极限。
劇透 -   : Reputation can contribute to Heat modifiers (see below) and may also affect social interactions. When your Reputation is +10 or higher, you gain an Edge at the beginning of social interactions with law enforcement, normal community residents, and other runners. When you are interacting with hardened criminals, whether organized or otherwise, they gain an Edge due to their lack of respect for you. When it is –10 or lower the reverse is true—law enforcements, community residents, and other runners gain an Edge at the beginning of a social interaction with you, while you gain a point of Edge at the beginning of social interactions with hardened criminals, organized and otherwise




热度  HEAT
热度是衡量狂奔者们身上有多大的压力,不论来自执法部门还是其他地方。既然狂奔者们大多数时间都在犯罪,他们的热度也就总是有机会增加。在每次游戏结束时,GM投掷2D6;如果结果为9或者更高,所有狂奔者的热度增加1。如果结果为15或者更高(参见热度调整表),所有狂奔者的热度增加2。
劇透 -   : Heat is a statistic that measures how much pressure, from law enforcement and otherwise, shadowrunners are feeling. Since the runners are usually committing some sort of crime, there is always a chance of the Heat on them increasing. At the end of every game session, the gamemaster rolls 2D6; on a roll of 9 or more, all runners increase their Heat score by 1. If the total is 15 or more (see
Heat Modifiers and the Heat Modifiers Table for how this could happen), all runners increase their Heat score by 2.
热度调整值  HEAT MODIFIERS
工作的内容和狂奔者完成任务的方法,决定了他们有多大的可能性增加热度——如果他们聪明的话,可能还能有额外回报呢。
劇透 -   : The nature of a job, along with the runners’ approach to it, helps decide how likely they are to increase the Heat on them—and they might even gain a reward through clever tactics:
任何负的调整值应该和正调整值结合,在进行热度检定前计算出最终热度调整值。如果总热度调整值为-4或者更低,那么热度检定不可能成功。GM不用进行投掷了,而狂奔者们则因为能如此安静地干完自己的活计,技能高超,而获得每人+1名声。
劇透 -   : These negative modifiers should be combined with the positive ones to get an overall Heat mod- ifier before the gamemaster rolls the Heat check. If the overall Heat modifier is –4 or lower, then it is impossible for the Heat check to succeed. So rather than make a roll, the gamemaster awards the run- ners +1 Reputation apiece to reward their skill in doing their work on the down-low.
在名声帮助你和阻碍你的时候,一定要记住不同的阈值。在世界中就是这个样子,坏名声即便在你和好人作伴时依然会找你的麻烦,而好名声也会被和你一同工作的人毁掉。这可能不够公平也不正确,但人们的印象就是这个样子。
劇透 -   : Note the different thresholds for when Reputa- tion works for you and works against you. As is the way in the world, a bad Reputation haunts you even if you’re keeping good company, while a good Reputation can be spoiled by the people with whom you work. It may not be fair or just, but that’s how perceptions often work.
热度调整值表
正数调整     检定调整值
该次游戏包括恶劣暴力行为     +1
该次游戏包括谋杀     +1
该次游戏包括和富人或者声名显赫者的敌对接触     +1
该次游戏包括和次级龙的直接接触     +1
该次游戏包括和巨龙的直接接触     +2
该次游戏包括对狂奔者行为的媒体报道(包括矩阵)     +1
团队中有一名或更多的狂奔者名声为+10或更高,或者-10或更低     +1

负数调整     检定调整值
狂奔者不引人注目地执行了非法活动     -1
约翰森使用联络人让狂奔的某个环节被掩盖     -1
狂奔者使出了足够的贿赂来掩盖痕迹     -1
狂奔者们使用(或者新增了)在执法部门之内的人脉,帮助掩盖痕迹     -1
其他人对狂奔者的印象足够好,以便打消任何他们参与了恶劣行为的传言     -1
团队中有一名或者更多的狂奔者为-5或者更低,且没有任何狂奔者的名声为+5或者更高     -1

热度用途  HEAT APPLICATIONS
热度的效果见下表。当狂奔者团队有不同热度时,使用最高的热度。
劇透 -   : The effects of Heat are shown in the Heat Effects table. When a group of runners have different Heat ratings, use the highest one.
热度效果
热度     效果
0-3     无效果
4-6     执法团队回应时间降低25%
7-9     执法团队回应时间降低50%
10     一旦狂奔者抵达该热度级别,团队中最低级别的SIN遭到烧毁,被标注为罪犯SIN,一旦使用则立刻报警。
11-13     一旦任何呼叫中包括狂奔者,额外的两名执法人员会出现。
14-16     狂奔者们上了某个执法机构的通缉名单,不论是十大,还是主要国家的。他们每过一段时间就要避免被这些组织的人员逮捕,这类追捕可能跨越正常边界线,甚至是企业边界线,这要取决于跨国或者跨企业协定。
17+     上个等级所提到的实体会施加更大的压力,派出注入猩红武士或者苏祖国野猫这样的精英部队追击,追击可能会翻越一切边界线,毕竟这些追击者都在以“可否认资产”的形式活动

降低热度   LOWERING HEAT
你身上的热度不断累积,自然也会想着在状况愈发激烈之前将其降低下来。幸运的是,玩家们有不少手段。
劇透 -   : As the Heat on you mounts, it’s only natural to want to bring it down before things get really intense. Luckily, there are a few methods available to players.
使用联络人  WORK A CONTACT
狂奔者们必须有执法机构或者企业安保机构内的人脉,且其联络属性大于3,才能使用。他们可以欠下人脉一个大人情,以便来换取对方埋藏关于自己的档案,和某名上司打圆场,诸如此类。这会消耗他们和人脉的社交资产,使得忠诚度降低1。而拥有该人脉的角色,以及任何他们许可的队友,都可以降低2热度。
劇透 -   : To use this option, a player needs to have a Contact in law enforcement or corporate security with a Connection rating of 3 or higher. They can ask a major favor of that Contact—burying part of their record, smoothing things over with a superior, that sort of thing. This costs them some social capital with the Contact, and the Contact’s Loyalty rating s reduced by 1. In exchange, the player with the Contact, and any other players they wish to extend the benefit to, reduce their Heat by 2.
付出贿赂  PAY A BRIBE
世界就是这么运转的!有钱能使……好吧,任何东西推磨。每花费1000新元作为贿赂金,降低1点热度。每1000新元只能影响一个人的热度,不过可以花费更多的1000新元来让所有人的热度都降低。
劇透 -   : This is the way the world works! Money greases the wheels of … well, everything. For every 1,000 nuyen spent in bribes, 1 point of Heat is eliminated. Each 1,000 nuyen bribe only affects the Heat rating of a single person, but multiples of 1,000 can be spent to spread the reductions around
低调行事  LIE LOW
你暂时不工作,让热度自己消失。你在世界中每有一个月不工作,热度降低1。但每年你以这种形式获得的最大热度降低为3。
劇透 -   : You don’t take work for a time to let the Heat dissipate. For every in-universe month you do no shadowrunning work, your Heat drops by 1. The maximum reduction you can gain from this is 3 in a single in-game year
找替死鬼  FIND A FALL GUY
这一选项需要玩家们发挥创造力,GM进行裁判。狂奔者可以将自己过去的罪行栽赃到其他人头上,这意味着哄骗检定,还可能要潜行或者其他检定来把证据安扎在正确的地方,让人们相信他们所兜售的借口。这类行为降低的热度不定,但应该至少为3.
劇透 -   : This option requires a little more creativity by the players and judgment by the gamemaster. The runners can attempt to pin the blame for one of their past crimes on someone else. This will involve some Con tests, and possibly Stealth or other related tests to get evidence in the right place and to make people believe the story they’re selling. The Heat reduction from this action is variable based on the actions but should be at least 3.
记住如果热度被降低到10,这不会再度触发该级别的效果。但如果热度被降低到9或者更低,而后又升回10,则热度10的效果会被再度触发。
劇透 -   : Note that if Heat is lowered to 10, the effect of that level does not trigger again at that point. If it is lowered to 9 or lower, the effect listed with 10 Heat triggers again when 10 Heat is hit
进阶热度  ADVANCED HEAT
热度的基础模型包括单个数字以涵盖PC吸引热度的一切方式,但GM们可以为玩家们赋予多个热度等级,取决于玩家们究竟激怒了多少个组织。有多种不同类型的热度可供使用——可以是按照组织类型衡量(执法部门,有组织犯罪,超企,政府),根据地理位置,或者细化到每个超企和国家都有自己的热度。GM可以设计适宜自己的系统,或者简化规则,让每个PC都有单个热度属性。
劇透 -   : The basic model of Heat involves a single rating to cover all the ways the players might attract heat, but gamemasters can opt to give the players multiple Heat ratings based on the different types of organizations that might get angry with the players. There are lots of ways to make multiple categories of Heat—it could be by type of organization (law enforcement, organized crime, corps, governments), by geographic region, or granular enough to be by specific corps and nations. The gamemaster can design the system that suits them or keep it simple with a single Heat rating for each player
如果使用多个热度属性,则在每次游戏结束时进行的检定只增加狂奔中设计的特定组织。比如,如果玩家们在西雅图狂奔,按照地理位置增加的热度则会增加到“北美热度等级”,但不会影响其他大洲的热度。
劇透 -   : If multiple Heat ratings are used, then the roll at the end of a gaming session only adds Heat to organizations or categories involved in that particular run. For example, if players are running in Seattle and the gamemaster is categorizing Heat geographically, an increase in Heat at the end of a session would increase their North America Heat rating but not the rating on any other continent.
由于更多的热度级别被使用,GM可以缩小热度效果表上的数据。可以是1-3,4-6为一组,也可以是1-2,3-4为一组,甚至每个数字都有不同效果也行。
劇透 -   : As more Heat categories are used, gamemasters should shrink the ranges used on the Heat Effects table. The ranges could switch from 1 to 3, 4 to 6, etc. to 1 to 2, 3 to 4, etc., or even just have a single number at each level.

Bellicose:
获得联络人  GAINING CONTACTS
联络人可以在几乎工作的任何一个环节帮助狂奔者,所以管理它们也是GM的重要工作之一。和大多数GM的环节一样,都需要保持平衡。GM不应该太吝啬,以至于PC们看不到结识和培养联络人的意义,也不应该太慷慨,在几次狂奔之后就获得巨龙罗斐尔作为人脉。以下列出了可能奖赏或者增强已有人脉的方法。
劇透 -   : Contacts can help runners on almost any part of the job, so managing them is an important part of a gamemaster’s work. As in most aspects of gamemastering, there is a balance to walk—the gamemaster does not want to be so stingy that the players see no progress in making and cultivating connections, but not so generous that they walk away with a connection to, say, the great dragon Lofwyr after a couple of runs. Here are some guidelines in awarding and improving contacts.
联络人应该和玩家在同等级别
P.98页的技能表显示了角色们的技能和该行业的其他人相比如何,其可以与p.51的联系等级描述相比较,确定玩家们现身的圈子是否相似。打个比方,一名技能等级4(专业)的角色可能和帮派首脑,甚至是市长有关系,但联络等级7以上的他们大概就接触不到。即便真能碰上这种人,他们也不太可能成为技能等级只有4的家伙的联络人。毕竟如此高级的联络人不需要将更多的低技能人员加到自己的虚拟通讯录里——跨国公司的总经理有一堆技能水平类似的人等待呼叫,他们可不会找更多这样的人,没一会儿就要问他们帮忙。
劇透 -   : The Skill Levels table on p. 98 shows how characters’ skills are viewed in comparison to their field; this can be used with the description of the Connection ratings on p. 51 to help see whether the circles in which the players operate would be at all similar. For example, at skill level 4 (professional), a character might well interact with gang leaders and even mayors, but Connection ratings above 7 would likely be out of their reach. Even if they did meet such people, it would be rare for them to become a contact of someone at skill level 4, since high-Connection helps don’t need to add more lower-skilled people to their virtual rolodexes—an executive at a multinational corp has a ton of people of that skill level to call on, and they’re not necessarily looking for more people like that who will be asking them for favors all too soon.
角色应该做出重大事情,挣得联络人
挣得联络人可不止做出自我介绍,然后给某个酒保塞二十新元。PC们需要做点有价值的事——成功且诚实地完成一次狂奔,阻止他们关心的某人某物受到伤害,或者作为商业伙伴的巨大潜力,都是可以挣得联络人的活动。联络人的联系水平越高,角色就应该付出更多才能挣得他们。
劇透 -   : Earning a contact is not just about introducing yourself, or slipping a bartender twenty nuyen. Characters need to do something of value—completing a run successfully and honestly, preventing serious harm to a person or someone they care about, or showing significant potential as a business partner are the sorts of activities that could earn a contact. The higher the Connection rating of the contact, the more the character should be doing to earn them.
角色应该在构建忠诚中保持主动
鼓励角色们从一个联络人身上挣得更高的忠诚度。让联络人联系他们帮个小忙,或者让联络人陷进某种困难之中,需要角色做出某种事情解围。忠诚度的效果不止让角色获得更多的免费信息,也能够帮助减少角色的热度(p. 236)。让玩家们有机会构筑联络人忠诚度,以备不时之需。
劇透 -   : Use the game to encourage the characters to earn more Loyalty from a contact. Have the contact reach out for favors, or put the contact in a tough spot so the characters need to do something to help them. Loyalty is useful not only in helping the characters get free information, but it also can be helpful in reducing the Heat on characters (see p. 236). Give the characters a chance to build up Loyalty so they have it when they need it.
使用P. 211的范例联络人,也可以构筑你自己的
范例联络人是一个好的开始,但不要犹豫,建筑你自己的联络人吧,狂奔者可是会碰上多种多样的人物的。第六纪元的特殊人物有很多,能够让联络人显得不同,增添风味。你应该构筑各种能够为你所定好的背景和你要讲述的故事加上新的一笔的联络人。
劇透 -   : The sample contacts are a great starting point, but don’t hesitate to build your own contacts as the runners meet a variety of people. The range of personalities in the Sixth World help make it distinct and give it flavor, so make contacts that give spice to the setting you’re building and the story you’re telling.

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