作者 主题: 第一章 懒城主之道  (阅读 279 次)

副标题: 翻自《Return of Lazy Dungeon Master》,pg 7

离线 尽点

  • Knight
  • ***
  • 帖子数: 315
  • 苹果币: 1
第一章 懒城主之道
« 于: 2019-07-17, 周三 21:19:28 »
备对你的团有益的东西。

这句话就是这本书的核心理念。我们的目标是了解备团的每个部分和备哪个部分会给我们的团带来最大的乐趣。我们的目标是了解备什么对我们的团有益,并将其与比起我们花费在备它上的精力几乎没有价值的东西区分开来。

懒城主之道,五年前在《懒城主》中首次提出,从一个简单的初始想法开始:我们可以花更少的时间去备团,同时仍然能够带出出色的团。

在之前的那本书中,我假设所有GMs都花费了大量的时间备对于玩家来说并没有什么实际价值的东西。因此,通过将我们的备团工作浓缩到最重要的事情上,我们可以节省大量的时间。

然而,在探索这个想法的过程中,我发现了另一个潜在于更深层次的假设:我们备得越少,我们的团就会越好。

这看起来不太可能。我们在开团前投入的越少,我们与玩家在团中的乐趣就会越多,这怎么可能呢?但事实上,但实际上,许多GMs - 包括许多我们可能认为是爱好者中的专家和专业人士的GMs - 都发现这是真的。我们备的越少,我们的团就会越好。

不过,很明显,这个想法只能在一定程度上奏效。我们不能把这个概念归结为“什么都不备,你的团将会无限有趣。”一些GMs表示他们确实没有备过团,但这些GMs只是少数。在slyflourish.com网站上进行的2016年《龙与地下城》地下城主调查中,共有6600名第五版地下城主的回复——只有2%的人表示他们根本没有花时间去备团。这意味着我们中大约98%的人似乎同意,要带出出色的团,多少要备一点。

当然,有些意见认为备太少会损害团的乐趣。虽然我们在团前备的常常比我们觉得所需要的要少,但是我们必须备点东西。

而且由于所有GMs都是不同的,所以我们需要备什么来带团也是不同的。然而,我们中的许多人都显然易见地有几个关键的备团步骤,这些步骤可以帮助我们备更少,同时仍然带出出色的团。

我们每个人都通过观察自己在实际带团时通常采取的步骤和技巧来写出自己的备团列表。然后我们问自己,“这真的有用吗?”这真的很有趣吗?

它是否为团带来了足够多的乐趣,值得你为之付出努力?“每一个步骤和每一个组成部分都值得我们拿到台面上,这样我们才能冷静地审视它。”

让我们再来看看我们的懒城主咒语:

备对你的团有益的东西。

很容易看出这个简单的语句有一个负空间。在思考什么对我们的团最有益时,我们也可以考虑哪些东西对我们的团无益——我们还可以问这些东西是否最好被丢弃。如果我们将我们的咒语扩展到这一负空间,我们便会拥有以下内容:

备对你的团有益的东西,忽略那些无益的。

这个过程的第二部分可能很难。作为GMs,我们都习惯着我们一直以来所做的事情的方式,以至于我们很难摆脱这些方式。不过,我们不必放弃我们一直在做的事情。相反,我们可以做些小实验。

我们可以尝试一下。

我们不需要扔掉价值5000美元的小模型来尝试在“心灵剧场”(脑补)进行一两次战斗。我们不需要摆脱500磅的3D地图来尝试简单纯粹白纸地图的灵活性。我们不需要扔掉一个三环活页夹,里面装着几百页的《世界设定》(world building),来尝试一些螺旋式的战役发展。

尝试一个新的想法或者去掉我们通常采取的备团步骤并不意味着我们必须永远这样做。我们只需要在一两场团中测试一下,看看感觉如何。

对于一些GMs来说,时间是一种非常有限的资源,所以扔掉什么并不是问题所在。有些GMs只是没有足够的时间去做大量的备团工作——甚至到了因为缺少时间而阻止一些GMs带团的地步。希望这本书能有所帮助——因为备一场团需要的时间比你想象的要少。

使用这本书中的备团清单大约只需要15到30分钟备一个4小时的团。

因此,无论你是在寻找完善自己备团工作的方法,还是寻找一种节省时间的系统,这本书也许有一些对你有用的想法。让我们更加深入。

劇透 -   :
CHAPTER 1:THE WAY OF THE LAZY DUNGEON MASTER
Prepare what benefits your game.
Those five words represent the core philosophy of the Lazy Dungeon Master. Our goal is to learn what parts of our RPG preparation and execution bring the most fun to our games. Our goal is to understand what benefits our games, and to separate that from what offers little value for the energy we spend in preparation.
The way of the Lazy Dungeon Master, first stated five years ago in The Lazy Dungeon Master, begins with a simple initial idea: We can spend less time preparing for our RPGs and still run great games.
In that earlier book, I hypothesized that all of us as GMs spend a lot of time preparing things for our games that offer little actual value to the players. So by boiling our preparation down to only the things that matter the most, we can save considerable time.
While exploring this idea, however, I found another potentially deeper hypothesis: The less we prepare, the better our games will be.
Now, this seems like something that can’t possibly work. How is it even feasible that the less we put into our games before we run them, the more fun we’ll have with our players at the table? But indeed,many Gamemasters—including many GMs we might think of as experts and professionals within the hobby—have found this to be true. The less we prepare, the better our games will be.
Clearly, though, this idea works only up to a point. We can’t take this notion to its mathematical conclusion of “Prepare nothing, and your game will be infinitely more fun.” Some GMs do state that they prepare nothing at all for their games, but those GMs are a small minority. The 2016 Dungeons & Dragons Dungeon Master survey, conducted at slyflourish.com, received responses from 6,600 fifth edition Dungeon Masters—only 2 percent of whom said that they spent no time at all preparing for their games. This means that roughly 98 percent of us seem to agree that some game preparation is required to run a great game.
Certainly, there is a point at which too little preparation can harm the fun of a game. Though we can often prepare less than we think we need to before a game, we must prepare something.
And because all GMs are different, what we need to prepare to run an RPG session varies. Yet many of us instinctively cluster around a few key preparation steps that can help us prepare less and still run great games.
Instinctively, each of us develops our own individual list of preparation activities by looking at every step we typically take and every technique we use while actually running a game. Then we ask ourselves, “Is this really useful? Is this really fun?
And does it bring enough joy to the game to be worth the effort?” Each step and each component is worth drawing out under the cold, harsh light of reality, so that we can examine it dispassionately.
Let’s look again at our Lazy Dungeon Master mantra: Prepare what benefits your game.
It’s easy to see that this simple statement has a negative space. In thinking about what best benefits our games, we can also think about what does not benefit our games—and we can ask whether those things might best be discarded. If we extend our mantra into describing this negative space, we have the following: Prepare what benefits your game, and omit what does not.
This second part of the process can be hard. As GMs, we’re all so rooted to the ways we’ve always done things that it’s often difficult to let those ways go. We don’t have to make a big plunge into abandoning what we’ve always done, though. Instead, we can run small experiments.
We can try things out.
We don’t have to throw away five thousand dollars worth of miniatures to try running combat in the “theater of the mind” once or twice. We don’t have to get rid of five hundred pounds of 3D terrain to try out the flexibility of a single blank poster map for a couple of sessions. We don’t have to toss out a three-ring binder holding hundreds of pages of world building to try out some spiral campaign development.
Trying out a new idea or removing a preparation step we typically take doesn’t mean we have to do so forever. We just might give it a try for a game or two and see how it feels.
For some Gamemasters, time is such a limited commodity that the question of what to throw away isn’t the problem. Some GMs just don’t have the time for a lot of game preparation—even to the point where a lack of time prevents some would-be GMs from running games at all. Hopefully this book can help—because preparing for a game requires less time than you might think.
Using the game preparation checklist in this book takes about fifteen to thirty minutes for a four-hour game.
So whether you’re just looking for ways to refine your own game preparation or seeking a system that saves you time, this book hopefully has a few ideas that might resonate. Let’s dig in.
« 上次编辑: 2019-07-19, 周五 05:50:14 由 尽点 »
欧洲TRPG跑团群:729908364
【WOD】黑暗世界新人群:985683120

离线 zghzgh1779

  • 讲个故事吧
  • 根源索寻者
  • *
  • 帖子数: 3448
  • 苹果币: 9
  • 不会咸鱼,只会死鱼
Re: 第一章 懒城主之道
« 回帖 #1 于: 2019-07-17, 周三 23:49:25 »
非常有趣的观点,而且似乎和海灵自己的经验有一定的相似性(沉思
《海国故事·辉耀姬物语》

——————————————————————————————
如果说3版是C++的话,5版搞了搞,变成了python;pf2搞了搞,变成了java。
——剃刀手奥卡姆

离线 云巨人

  • Adventurer
  • *
  • 帖子数: 46
  • 苹果币: 0
Re: 第一章 懒城主之道
« 回帖 #2 于: 2019-07-18, 周四 16:36:38 »
口胡团赛高!