作者 主题: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)(翻译未完全,尚且不可用来开团)  (阅读 21830 次)

副标题: 仍在施工中

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决定名字和职业。
描述你的调查员。
CHOOSE A NAME AND OCCUPATION. 
DESCRIBE YOUR INVESTIGATOR. 

当你在玩克苏鲁暗黑的时候,团中的大多数人都在扮演调查员:在调查某个骇人诡秘的普通人。
团中的某人不扮演调查员,而是扮演着主持人的角色。他们引导其他人解开诡秘,描述调查员一路上发现了什么,扮演调查员遇到的每一个人。在游戏开始前,主持人通常会安排一个诡秘让其他人去解开。
剧透 -   :
When you play Cthulhu Dark, most of the group play Investigators: ordinary people who investigate a horrific mystery.
One of the group does not play an Investigator, but takes the role of Director. They guide everyone else through the mystery, describing what the Investigators discover along the way and playing anyone who the Investigators meet. Before the game, the Director will often plan a mystery for the others to play through.
首先,决定你的调查员是怎样的?不但要团队协作,还得要边说边做。为你的调查员决定名字和职业,并决定其他有趣的细节。如果你是主持人,告诉每个人有关你的诡秘的设定:也就是设置时间和地点(例如“1851年的伦敦”)。这将影响到玩家为他们的调查员所决定的职业、名字和其他事物。如果你对调查员有着特别的要求,就像这样说:比如,如果你想要调查员都是士兵,都住在伦敦,或者都对孩子有所偏见,暂且先这样说。我们会在29页的“谁是调查员”和41页的“创建调查员”部分回到这个问题上。
剧透 -   :
First, decide who the Investigators are. Do this as a group, talking as you do it. Choose names and occupations for your Investigators and decide any other interesting details. If you’re the Director, tell everyone the setting for your mystery: that is, the time and place where it is set (e.g. “London 1851”). This affects the occupations, names and other things that players will choose for their Investigators. If you have particular requirements for the Investigators, say these too: for example, if you want Investigators who are all soldiers, who all live in London or who all have strong opinions about children, say so now. We’ll come back to this in “Who are the Investigators?” on page 29 and again in “Making Investigators” on page 41.
当你在一起创建调查人员的时候,互相问对方些问题。例如,如果有人说他的调查员的名字是“麦克达瑞尔(McDarryll)”,就去问“她是苏格兰人吗?”她在这个国家住了多久了?如果有人将调查员的职业定为“小偷”,问“他们偷些什么?”他们在哪里出售赃物呢?”如果有人说他们的调查人员衣着寒酸,问“他们穿着些什么?”
试着问一些重要的问题:“你的调查员最害怕什么?”"调查员的叔叔年轻时跟你的调查员说了什么?”或“安达卢西亚的来信说了什么?(在最后一个问题,你产生了“安达卢西亚的来信”这个点子,让事情变得有趣了)
剧透 -   :
As you create Investigators together, ask each other questions. For example, if someone says their Investigator’s name is “McDarryll”, ask “Is she Scottish? How long has she lived in this country?”. If someone gives their Investigator’s occupation as “thief”, ask “What do they steal? Where do they sell it?”. If someone says their Investigator is shabbily dressed, ask “What do they wear?”
Try asking leading questions: “What is your Investigator’s greatest fear?”, “What did your uncle tell your Investigator when they were young?” or “What did the letter from Andalusia say?” (For this last question, you just invented the letter from Andalusia, to make things interesting.)
在这样做的时候,试着去在调查员之间建立联系。例如,如果团队中有两个小偷,那么他们认识彼此吗?如果团队中有一个流浪汉和一个警察,那么他们对彼此的感觉如何?试着去问“你们俩会怎么看待对方?”你总会得到些有趣的答案。
仔细考虑一下职业。它们在很大程度上依赖于背景设定:1851年伦敦的职业与2037年孟买的职业必然不同。请选择一个几乎没有权力的职业(参见第26页的“设定和权力”)。通常,那些狭义定义的职业更有趣:“量子物理学家”要比“物理学家”或“学者”好。
在某些诡秘中,赋予调查员某个职业可能会不太好。例如,如果调查员都是孩子,他们可能就不会有职业了。或者,如果你的调查员是第一次世界大战的士兵,把他们的职业都设置成相同的“士兵”,并不那么有趣。当这种情况发生时,把“职业”换成让每个调查员感兴趣的、与众不同的东西。例如,如果调查员是士兵,则使用其专长(如“无线电操作员”、“工兵”)来代替职业。如果他们是孩子,则试着用“他们最擅长的东西”(例如“运动”、“数学”)来代替。在游戏中,做这些事情时多掷一个骰子,而非在你的调查员的职业范畴内(掷骰)。
剧透 -   :
As you do this, create relationships between the Investigators. For example, if there are two thieves in the group, then do they know each other? If there are a hobo and a policeman in the group, then how do they feel about each other? Try asking “What do you two think about each other?”: you’ll always get an interesting answer.
Think carefully about occupations. They depend heavily on the setting: occupations in London 1851 differ from those in Mumbai 2037. Choose an occupation with little power (see “The setting and the power” on page 26). Often, narrowly-defined occupations are more interesting: “Quantum physicist” is better than “Physicist” or “Academic”.
For some mysteries, it won’t seem right to give Investigators an occupation. For example, if the Investigators are all children, they might not have occupations. Or, if your Investigators are soldiers in World War I, it wouldn’t be interesting to give them all “Soldier” as an occupation. When this happens, replace “Occupation” with something that makes each Investigator interesting and different from the others. For example, if the Investigators are soldiers, use their speciality (e.g. “radio operator”, “sapper”) instead of occupation. If they are children, try using “the thing they are best at” (e.g. “sports”, “mathematics”). In play, roll a die for these things, rather than your Investigator’s occupation.
最后,创建一个在恐惧袭来时会受到冲击的调查员。赋予他们与他们有关系的他们关心的人,尤其是家庭成员或配偶。赋予他们当他们遇到超自然的事物时很可能会崩坏的强烈的信念,:例如,对人性、理性或宗教的强烈信仰。主持人会把这些都带进游戏中。
更笼统地说,去创建那些脆弱的调查员。无知的调查员比睿智的调查员要好;软弱的调查员比坚强的调查员更好;自卑的调查员比自信的调查员要好。最好避开那些曾经历过超自然现象的调查员,因为他们不太可能对超自然现象感到惊讶。
最后,检查一下你是否已经准备好扮演调查员了。如果没有的话,去多说几句,去多问对方一些问题。(译注:这破文章怎么还两个最后的)
剧透 -   :
Finally, create Investigators who will be hit hard when the horror comes. Give them relationships with people they care about, especially family members or spouses. Give them strong convictions, which are likely to be undermined when they encounter the supernatural: for example, a deep belief in humanity, rationality or religion. The Director will bring these into the game later.
More generally, create Investigators who are vulnerable. Naive Investigators are better than all-knowing ones; weak Investigators are better than strong ones; uncertain Investigators are better than confident ones. Avoid Investigators who have experienced the supernatural before, since they are less likely to be surprised by it.
Finally, check that you all feel ready to play the Investigators. If not, talk more and ask each other more questions.
« 上次编辑: 2018-07-27, 周五 21:04:49 由 cmoon »

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #1 于: 2018-07-16, 周一 20:02:03 »
拿一枚绿色的洞察骰出来。
TAKE A GREEN INSIGHT DIE.

试着用你的洞察骰来记录你的洞察,把它顶上那一面转到你现有洞察的那个值。
剧透 -   :
Try using your Insight Die to keep track of your Insight, by keeping its highest face turned to your current level of Insight.

当你看到某物使你毛骨悚然时,掷出你的洞察骰,如果结果比你的洞察要高,加1点于你的洞察。
WHEN YOU SEE SOMETHING DISTURBING, ROLL YOUR INSIGHT DIE. If YOU GET HIGHER THAN YOUR INSIGHT, ADD 1 TO YOUR INSIGHT.

每当你发现游戏里发生了什么让你不安的事情时,就来一次洞察投掷。这意味着:当某件事让你毛骨悚然,或者让你的调查员觉得毛骨悚然的时候,你就得来一次洞察投掷。
无论你看到的是不是超自然的事物,你都得这么做。在克苏鲁暗黑中,不管它是不是超自然的,任何令人不安的事物都能打开你头脑中的恐慌之门。
如果你在扮演一个调查员,不要等导演让你去做洞察掷骰。无论什么时候,无论发生了怎样可怕的事情,都得你自己去做。
如果你是主持人,鼓励玩家在可怕的事件发生的时,去投掷他们的洞察骰。问些像这样的问题:“这会让你的调查员感到毛骨悚然吗?”,“你想要来次洞察吗?”或者干脆直接在他们面前推一下他们的洞察骰。(译注:暗示.jpg)
如果,当你在进行洞察掷骰时,你的掷骰结果比你现有的洞察更低,你的洞察将保持在原有的等级。当这种情况发生的时候,虽然你的调查员已经被吓到了,但还是会保持镇定。当你在扮演你的调查员的时候,让他们直面他们的恐惧。
如果你的掷骰结果高于你的洞察,你的洞察就会增加。你需要决定这对你的调查者有什么影响。他们会变得紧张不安吗?还是开始沉默寡言?他们会开始相信他们所看到的恐怖吗?还是会坚决地否定掉这一切?不管你决定的结果如何,你都得用扮演你的调查员的方式将其表现出来。
剧透 -   :
When something happens in the game that you find disturbing, make an Insight roll. That means: when something happens that creeps you out or that would creep your Investigator out, make a roll.
Do this whether or not the thing you saw is supernatural. In Cthulhu Dark, anything disturbing can open your mind to the horror, whether supernatural or not.
if you’re playing an Investigator, don’t wait for the Director to tell you to make an Insight roll. Do it yourself, whenever something creepy happens.
If you’re the Director, encourage players to roll their Insight Die when something horrific happens. Ask questions like “Would that creep your Investigator out?”, “Do you want to roll Insight?” or simply push their Insight Die towards them.
If, when you make an Insight roll, you roll your Insight or lower, your Insight stays at its current level. When this happens, your Investigator is scared, but keeps it together. As you play your Investigator, show them dealing with their fear.
If you roll higher than your Insight, your Insight increases. Choose how this affects your Investigator. Do they become edgy and nervous? Or quiet and withdrawn? Do they begin to believe the horror they see? Or do they steadfastly deny everything? Whatever you choose, show it in the way you play your Investigator.

当你在调查某物时…
WHEN YOU INVESTIGATE SOMETHING...

当你试图去发掘些新东西的时,你就是在进行调查。
所以,当你在检查某个物品时,当你在和目击证人谈话或在阅读某本书寻找线索时,你这就是在调查。如果你正在打开保险柜时、正在撬锁或为了得到信息而扒窃时,你这就是在调查。如果你正在在跟着地图走时,偷偷溜过警卫时,清理某条道路时,或者闯进某个地下城时,你可能也是在调查,因为你想去一个新地点,并且去找到那里有什么。干这些事情的时候,掷骰来看看你能找到什么。
你也可以用不太明显的方式来进行调查。举个例子,你可能会通过掷骰来回忆童年时的记忆,去找出某个建筑物的问题,或者跟随某个外星震动*来找到它的源头。在克苏鲁暗黑中,你可以用任何你能想到的方式来进行调查,而不需要某个特定的技能。
如果你是主持人的话,你可能会要求玩家用掷骰来调查,特别是当你知道有什么东西可以被找到的时候。有两个特定的时间你可以这样做。其一:当某物被隐藏起来的时候,要求他们通过掷骰来决定调查员是否注意到了它。其二:当调查员与某个正在撒谎的人交谈时,要求用掷骰结果来决定他们是否识破了谎言。
剧透 -   :
You are investigating whenever you are trying to discover something new.
So, if you are examining an object, talking to a witness or reading a book for clues, you are investigating. If you are breaking a safe, picking a lock or picking a pocket to get information, you are investigating. If you are following a map, sneaking past guards, clearing a path or dynamiting your way into an underground city, you might also be investigating, since you are trying to get somewhere new and discover what is there. For any of these things, roll dice to see what you find.
You can also investigate in less obvious ways. For example, you might roll to remember a childhood memory, to work out what is wrong with a building or to follow an alien vibration to its source. In Cthulhu Dark, you can investigate in any way you can think of, without needing a specific skill.
If you are the Director, you might ask players to make investigation rolls, especially when you know there is something to discover. There are two particular times you might do this. One: when something is hidden, ask for a roll to see whether the Investigators notice it. Two: when the Investigators talk to someone who is lying, ask for a roll to see whether they spot the dishonesty.

如果你在做的事情在人类能力范围内的话,获得一枚骰子
ROLL ONE DIE If WHAT YOU’RE DOING IS WITHIN HUMAN CAPABILITIES...

当你以正常的方式进行调查时,你就会得到一枚人类骰。读某本书,理解他人的感受,记住梦中内容,解读符号:这些都在人类能力范围之内。
当你以某种奇怪的方式进行调查时,你可能不会得到人类骰。施放某个咒语,控制你的梦境,试图去追溯某个外星振动*的源头,灵异地感知到古代符号背后的事物*:这些事情都超出了人类的能力范围之外。
根据经验法则来讲:如果你在使用某种黑暗力量,你就是在做超越人类的能力的事情,并且不太可能会得到人类骰。你也得里面来一次洞察投掷。
不要为了得到人类骰或其他骰子而争吵的太过激烈!记住,在克苏鲁暗黑中,你不应该为了赢去玩。失败往往和成功一样有趣,所以不要为了多拿一个骰子这种事而争吵。(文中标*的为我不确定的部分)
剧透 -   :
When you investigate in any normal way, you get the Human Die. Reading a book, understanding how someone feels, remembering dreams, deciphering symbols: these are all within human capabilities.
When you investigate in a weird way, you might not get the Human Die. Casting a spell, controlling your dreams, trying to follow an alien vibration to its source, mystically sensing the pattern behind ancient symbols: all these things stretch beyond human capabilities.
As a rule of thumb: if you are using dark forces, you are edging beyond human capabilities, and are unlikely to get the Human Die. You are also likely to roll your Insight Die shortly.
 Don’t argue too hard to get the Human Die or any other die! Remember that, in Cthulhu Dark, you shouldn’t play to win. Failing a roll is often as interesting as succeeding, so don’t fight to get every die you can.
« 上次编辑: 2018-07-18, 周三 20:31:36 由 cmoon »

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #2 于: 2018-07-16, 周一 20:02:19 »
如果你在做的事情是在你职业技能范围内的话
ONE DIE If IT’S WITHIN  YOUR OCCUPATIONAL EXPERTISE...

当你以某种与你的职业相关的方式进行调查时,你会得到一枚职业骰。
你通常只会因那些与你的职业直接相关的事物而得到职业骰。例如,如果你是一名医生,在你检查病人时会得到职业骰,而不是在你试图让某人平静下来时会得到职业骰(就算你是在用医生对病人的态度来讲话)。
只有一个例外:拥有极其特定的职业的调查员(如“量子物理学家”或“花商”)有时可能会因为与他们的职业有间接关系的事情而得到职业骰。
因此,如果一个量子物理学家试图感知宇宙背后的神秘时,他们可能会因为量子物理学的帮助而得到职业骰。同样的,如果一个花商试图识别有毒的植物,他们可能会得到职业骰,因为他们以前可能见到过这种植物。这奖励在玩家选择了特定的和有趣的职业时,仍能确保他们有用。
剧透 -   :
When you investigate in a way related to your occupation, you get the Occupation Die.
 You usually get the Occupation Die only for things directly connected to your occupation. For example, if you are a doctor, you get the Occupation Die when examining a patient, but not when trying to calm someone down (even if you are using your bedside manner).
 There is one exception: Investigators with highly specific occupations (e.g. “quantum physicist” or “florist”) may sometimes get the Occupation Die for things indirectly related to their occupation.
So, if a quantum physicist tries to sense mystical patterns behind the universe, they might get the Occupation Die, on the grounds that quantum physics might help them. Similarly, if a florist tries to recognise a poisonous plant, they might get the Occupation Die, on the grounds that they might have seen that plant before. This rewards players for choosing specific and interesting occupations, ensuring they are still useful.

如果你愿意拿你的心智来冒险的话,还能用你的洞察骰。
AND YOUR INSIGHT DIE,  If YOU WILL RISK YOUR MIND TO SUCCEED.


你可以将你的洞察骰加入到任何一次掷骰中。如果这么做了,你就是在拿你的心智在冒险,因为如果它的掷骰结果比其他骰子高,你就得进行一次洞察投掷。
你可以把这个骰子加在那些显然不会危及你的心智的检定中:例如,阅读一本书,移动一块板子或撬锁。这代表着你在身体上或精神上都很努力,这会让你更容易崩溃。
注意,当你尝试超越人类能力的事情时,你的洞察骰可能是你唯一能用来投掷的骰子(因为你不会得到人类骰,也可能不会得到职业骰)。例如,如果你试图施放某个咒语,用来控制你的梦境或用来感知神秘,你可能只能投洞察骰。这意味着你的洞察骰将自动成为结果最高的骰子,这意味着你之后得进行洞察投掷。
最后,这里是快速游戏的一个替代规则。当你把你的洞察骰加入到某次掷骰中,它就被认为是一个即时的洞察掷骰:也就是说,如果它的结果比你当前的洞察要高,你的洞察就会增加1。这会快点,但这也使洞察增长的更快。
剧透 -   :
You can add your Insight Die to any roll. By doing this, you are risking your mind, since if it rolls higher than other dice, you make an Insight Roll.
You can add this die even for tasks that do not obviously risk your mind: for example, reading a book, moving a slab or picking a lock. This represents pushing yourself hard, physically or mentally, which makes you more likely to snap.
Note that, when you try something beyond human capabilities, your Insight Die might be the only die you roll (since you won’t get the Human Die and probably won’t get the Occupation Die). For example, if you try to cast a spell, control your dreams or sense mystic patterns, you’ll probably only roll the Insight Die. This means your Insight Die will automatically be the highest die, which means you will make an Insight Roll immediately afterwards.
Finally, here is an alternative rule for quick play. When you add your Insight Die to a roll, it counts as an immediate Insight roll: that is, if it rolls higher than your current Insight, your Insight increases by 1. This is faster, but it makes Insight increase faster too.

接着你最高的掷骰结果,会显示出你能得到多少信息
THEN YOUR HIGHEST DIE SHOWS HOW MUCH INfORMATION YOU GET.

当你在调查并且掷出一个较低的数字时,你成功了,但也仅此而已。
投出1点时,你得到的是最少量的,但仍然有用的信息。可能只是几个词。如果你需要继续这个诡秘的信息,你会得到它,但仅此而已。:比如,,如果你问某个店主,那个失踪的孩子去了哪里,他们可能会回答“码头”。其他方面也一样,你只会得到你想要的,而不会得到其他的东西:比如,如果你想要知道某人是否在说真话,你会意识到他们在撒谎,但不会知道别的。
投出2点时,你会得到你想要的简短的信息,也许只有寥寥数语。如果你需要用来推进的信息,你就会得到它:比如,如果你问某人那个失踪的孩子去了哪里,他们会简要的告诉你他们都知道些什么(“我在昨天晚上深夜的时候,看见他们往码头走了”)无论在什么方面,你基本上都得到了你需要的东西:比如,如果你想弄清楚某人是否在说真话,你就会意识到他们在撒谎,因为他们害怕。投出3点时,你得到的你想要知道的那些信息是最多的,但也不是全部。可能会是三两句话。
比如,如果你问某人那个失踪的孩子去了哪里,他们会把他们所知道的大多数事情都告诉你(“昨晚午夜,我从窗户往外看,看见她穿着睡衣往码头走了”)如果你想弄清楚某人是否在说真话,你就会意识到他们在撒谎,也会知晓其原因。(“她显然是在说谎,她看起来相当害怕,一直盯着她的孩子们,就像是她看见了一个鬼魂,并且害怕它会回来”)
有时,当你投出1点,2点或是3点时,你得到了你想要的,但用的却是你意料之外的方式。比如,你在跟踪某人,你发现他们要去哪里,但也引起了别人对你的注意。如果你在撬锁,你强行地撬开了锁,明显是把这把锁直接搞坏了。
但,投出1点,2点和3点并不意味着失败。较低的投掷结果意味着你勉强成功了,但你也基本上得到了你想要的东西。你永远不会得到因太少而导致其无用的信息:比如,如果你想知道那个失踪的孩子去了哪里,你永远不会只得到“英格兰”这三个字。只有失败骰才能使得你失败。
剧透 -   :
When you investigate and roll a low number, you succeed, but only just.
On a 1, you get the minimum amount of information that is still useful. This is probably just a few words. If you need information to continue with the mystery, you get that and nothing more: for example, if you’re asking a shopkeeper where a missing child went, they might just say “The docks.” Otherwise, you get what you want but no more: for example, if you are trying to find whether someone is telling the truth, you realise they are lying, but get nothing more.
On a 2, you get the information you want in brief, perhaps a sentence or two. If you need information to proceed, you get it: for example, if you’re asking someone where a missing child went, they tell you briefly what they know (“I saw them walking towards the docks, late last night”). In any case, you basically get what you need: for example, if you try to work out whether someone is telling the truth, you realise they are lying because they are terrified.
On a 3, you get most, but not all, of what you want to know. This is probably two or three sentences. For example, if you’re asking someone where a missing child went, they tell you most of what they know (“Last night at midnight, I looked out my window and saw her walking to the docks. She was in her nightdress.”). If you try to work out whether someone is lying, you realise they are and why (“She’s obviously lying. She looks terrified and keeps looking towards her children, as though she has seen a ghost and is afraid it will come back”).
Sometimes, on 1, 2 or 3, you get what you want, but not in the way you wanted. For example, if you are following someone, you discover where they are going but draw attention to yourself. If you are picking a lock, you force the lock, making it obvious that it is broken.
 However, 1s, 2s and 3s are never failures. On a low roll, you barely succeed, but you basically get what you want. You never get so little information that it is not useful: for example, if you want to know where a missing child went, you will never just get “England.” Only the Failure Die can make you fail.
« 上次编辑: 2018-07-25, 周三 21:58:33 由 cmoon »

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #3 于: 2018-07-16, 周一 20:02:55 »
仍是预留楼

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #4 于: 2018-07-16, 周一 20:04:06 »
最后一个预留楼

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #5 于: 2018-07-16, 周一 20:08:40 »
这讲解规则的部分还挺多。。。。。 :em031
有什么想法可以在下面回复讨论哦
在这里附上,上一部分,请一起食用:http://www.goddessfantasy.net/bbs/index.php?topic=101553.0
« 上次编辑: 2018-07-16, 周一 20:12:54 由 cmoon »

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #6 于: 2018-07-17, 周二 00:36:10 »
没想到这个居然有翻译了!不去申请建立一个子版吗!

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #7 于: 2018-07-17, 周二 15:32:43 »
没想到这个居然有翻译了!不去申请建立一个子版吗!
像我这种老鸽 :em032,子版什么的还是从长计议吧( :em032

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #8 于: 2018-07-18, 周三 15:08:25 »
如果有朋友发现了错译,漏译的问题请在下面回复我,如果对这部分有什么想法也可以在下面一起讨论哦

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Re: 克苏鲁暗黑的细则部分(THE RULES IN DETAIL)
« 回帖 #9 于: 2018-07-25, 周三 21:57:56 »
楼上上上上是今天的更新!可以看出来这个规则并不只有一点点,更多的部分还是在细则里 :em032