作者 主题: (暴君ap6附录设计师展柜)沙克斯的痛苦之屋!(雾)  (阅读 4495 次)

副标题: Shax’s House of Pain! (1命币悬赏翻译)

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By Thurston Hillman
Dear Aspiring GM,
So you’ve decided to get a group together and host the first of what is sure to be many great games of Pathfinder. Excellent! It’s a good thing you’ve found this article, then, because as I’m sure you know by now, being the Game Master is no easy task, and there’s a dearth of good advice out there for first-time GMs. Sure, there are entire products on the subject—such as the GameMastery Guide to name just one—that promise to help you become a better host and Game Master. But those books are just so long. Wouldn’t it be nice to
condense the sagely advice of a practiced GM into a single article? Fear not! For I, humble servant of Shax the Demon Lord of Lies, Murder, and Good Fun Games, have done just that! In the following paragraphs, you will find foolproof ways of enhancing your games and making sure everyone at the table has a miserable—er, I mean, glorious—time playing Pathfinder!

In the following paragraphs, you’ll learn everything you need to start a thrilling game session, run a balanced encounter, and close the adventure with a satisfying
conclusion. The advice herein has been edited and approved by Shax the Blood Marquis himself, so you can rest assured that you are in great talons—I mean hands.

PREPARING FOR A GOOD GAME
Atmosphere is key to running a great game. Mood lighting is the oldest tip in the book, so kick it up a notch by not having any lights at all. A thematic soundtrack and sound effects can also immerse your players, but electronic devices have a way of causing distraction, so keep things simple by designating a player to continually blow across the top of an empty jug. Finally, no word on atmosphere
would be complete without considering seating—which is to say, avoid it at all costs. You as the GM may relax in a
stately wingback or imperious leather chair, but studies* have shown that human beings are designed to stand rather than sit, so ensure your players are comfortable by putting down hard slabs of granite on the floor around the table for them to perch upon.
* Studies were conducted in a controlled environment in the Abyssal horror house of Charnelhome. Shax would like to thank the 666 test subjects who participated in the research experiment titled “Sitting vs. Standing: Enforcing Fun Under Extreme Duress.”

RUNNING A GREAT ENCOUNTER
I like to start a session of Pathfinder in the middle of a good old-fashioned battle. In Latin, this is known as in media res, which means “at half health.” So, before the
game begins, let the players know that their characters have already taken significant damage and are surrounded by invisible foes. If you really want to have a good time, randomly select one of the characters to start the game unconscious—or pick the character of whichever player brought the worst snacks. It’s not that you have a grudge against this player, it’s just that nobody here even likes kombucha, Richard, so would you please stop trying to share your scoby and just bring some soda next time.It’s critical at this point that the first battle of the session be as exciting and high-stakes as possible. For monsters, I suggest a pack of shadows or greater shadows. These are extremely fun monsters because they deal Strength damage with no saving throw, so it’s
almost guaranteed that one or more of your PCs will fall unconscious. Then, just when the PCs seem to have overcome the odds and won the battle, have the unconscious PCs suddenly emerge as new shadows. (The
Bestiary says that the
PCs don’t respawn as shadows until 1d4 rounds afer
they die, but this is one of those times when it’s
perfectly acceptable to fudge the rules. How could
the players possibly have fun if they could predict
when their characters were about to irreversibly
transform into ghastly undead controlled by the GM?)
Finally, keep time in mind. It’s a good idea to
keep the action fast-paced and steadily fowing
during this opening scene; I recommend the
frst encounter last about 2 or 3 hours.

no,
But...
In improv groups, there’s a clever
expression that’s useful to remember, about how
storytelling is a collective efort and participants
should play of of each other to create a
wonderful tale. I can’t remember the expression
exactly, since I was kicked out of my last improv
group halfway through the frst meeting
because I wouldn’t stop suggesting “a dragon in a diaper” for scenes, but I think it was something
like, “No, but.” Anyway, this is a fundamental part
of playing tabletop roleplaying games, because it’s
your job as GM to remind the players that the
game is cooperative; that is, your players need to
cooperate with you to ensure your story is a great
success.
Use “No, but” as much as possible. For example, when the party’s barbarian says she wants to grab a
jungle vine and swing across the riverbanks to
safety, say, “No, but you try to grab a vine that
turns out to be a snake. It bites you very badly.
Attempt a Fortitude save versus poison.” If the
wizard is trying to cast a spell while ducking
behind cover from crossbow-wielding assassins,
say, “No, but the assassins shoot a bolt right at your
wand, shattering it into a thousand pieces.” If the
player of said wizard is holding a drink or pencil,
increase the verisimilitude by walking over and
smacking the object right out of that player’s hand. Remember: create a fun atmosphere!


INTO THE MEAT (AND BONES
[AND SOUL])

It’s one thing to dole out pain—er, that is, fun—in the abstract, but what about the nuts and bolts of the game system? Here are some quick and dirty tips to ensure your sessions are unforgettable.
Battlefeld Traps: The best traps feature at least
three diferent interactions that can make them
much, much worse. In game design parlance, this is
called telegraphing, which means making the
outcomes of various interactions (such as pulling a
switch or pressing a button) as opaque and
unpredictable as possible. For instance, when the
party’s rogue is getting torn to shreds by the
impossible-to-disarm scythe traps swinging out of
the walls (see Challenge Rating above), and the
inquisitor pulls a lever on the other side
of the room, the lever shouldn’t deactivate the traps like it always does in the movies. Instead, have the lever dump a bucket of acid onto the rogue from overhead. By using this tip, you can literally add what I call S.A.L.T. to your players’ wounds: Such A Lovely Time.
Experience and Rewards: It’s no secret that one thing players seem to love is collecting
awesome loot and leveling up their characters.
But once again, studies* show that this may not be
so—that, in fact, people have the best time and are
most creative when there is no promise of
extrinsic reward. At the end of a session, remind
players that the experience of gathering around
the table with their beloved friends is a priceless
reward all by itself. If players insist that their
characters earn at least some treasure, ofer them
each the token sum of 1 Fun Buck. (Fun Bucks,
of course, being the artifcially infated
currency designed exclusively for use at your game
table.)
* Shax would like to thank the 130 mortal souls who participated in the study “Hard Labor and Compensation: Tracing the Brink of Human Mental Collapse.”


A FINAL MAD SCRAWLING
Congratulations! You’ve run a successful game of Pathfnder. By now, you’re no doubt basking in the glowing smiles and embraces of your adoring supplicants—that is, friends. If by chance you’ve found yourself alone at the game table at the end of the session, take heart: genius is ofen underappreciated, and the disappearance of a few ungrateful players is a small price to pay for the knowledge that you have created a truly unforgettable experience.
—Thurston HillmanLoyal Servant of Shax
« 上次编辑: 2019-08-02, 周五 20:35:31 由 灯泡powerbult »

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Re: (暴君ap6附录设计师展柜)沙克斯的痛苦之屋!(雾)
« 回帖 #1 于: 2019-08-02, 周五 20:38:33 »
Satire Alert
A paizo.com blog entitled “Shax’s House of Pain!”
established much of what is written on these pages. At its heart, “Shax’s House of Pain” was a satiric
discussion of ridiculous and “hard mode” style
encounters that could (but likely never should) be
crafted by canny GMs. What followed was a steady
trickle of requests to see such a dastardly adventure in print. While such an adventure is beyond the
confnes of any product we could hope to publish, this
article may appease GMs of a quietly sadistic nature, as
it discusses various means of crafting suitably diffcult
(read: unfair) encounters for players and their
characters to experience.
This article was written with good humor, to bring some
levity to the normally sober topic of gamemastering.
Put simply: Shax and any one of his minions wouldn’t
be a very good (or, at least, fun) GM to play with, so try
not to follow his example.

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Re: (暴君ap6附录设计师展柜)沙克斯的痛苦之屋!(雾)
« 回帖 #2 于: 2019-08-02, 周五 22:42:07 »
煞克斯(Shax)的痛苦之屋!

由瑟斯頓‧希爾曼(Thurston Hillman)所著

親愛的有抱負的GM:
所以你決定召集一個隊伍,主持第一場優秀的Pathfinder,之後肯定還會有很多場遊戲。太棒惹! 那麼,你發現這篇文章是件好事,因為我相信你現在已經知道,作為GM並不是一件容易的事,而且對於第一次嘗試GM的人而言也缺少好的建議。當然,有很多關於這個主題的完整產品 - 例如 城主手冊(Game Mastery Guide) —它承諾幫助你成為一個更好的主持人和GM。但那些書太長惹。將一位經驗豐富的GM的睿智建議濃縮成一篇文章不是很好嗎? 別害怕! 因為我,煞克斯的 謙卑僕人,謊言,謀殺與趣味遊戲的惡魔領主,已經做到了! 在下面的段落中,你將會發現一些簡單的方法來加強你的遊戲,並確保桌上的每個人都有一個悲慘的,嘎,我的意思是,美好的時間玩Pathfinder!
 
在以下段落中,你將學習所有你需要的東西,來開始一場激動人心的遊戲,運行一個平衡的遭遇,並以一個令人滿意的結局結束冒險。這裡的建議已被鮮血侯爵本人編輯和批准,所以你可以放心,儘管把事交到我的爪子上 - 我指手。
 
準備一個好遊戲
氣氛是運行一場偉大遊戲的關鍵。情境照明(mood lighting)是本書中最古老的一個建議,所以為了讓事情好玩點,不要有任何燈光。主題原聲帶和聲音效果也可以讓你的玩家沉浸其中,但電子設備也會人分散注意力,所以讓事情變得簡單一點,指定一位玩家不斷地吹一個空罐子的頂部。最後,如果不考慮座位的話,沒有一個關於氣氛的詞是完整的——也就是說,無論如何避免這點。你作為GM可能放鬆在莊嚴的wingback扶手椅或專橫的皮椅上,但研究*表明人類的設計是站立而不是坐著,所以通過在桌子周圍的地板上鋪上堅硬的花崗岩,讓玩家舒適地休息。
 
*研究是在深淵恐怖藏骸所的受控環境中進行的。煞克斯要感謝參加研究實驗的666名測試對象,主題為“坐著與站立:在極端脅迫下強制樂趣”。
 
 
運行一場偉大遭遇
我喜歡在一場美好的老派戰鬥中開始一場Pathfinder跑團。在拉丁語中,這被稱為in media res,這意味著“半死不活”。所以,在遊戲開始之前,讓玩家知道他們的角色已經受到了巨大的傷害,被隱形的敵人所包圍。如果你真的想玩得開心的話,隨機選擇其中一個角色,讓他在開始遊戲時就處於昏迷—或者選擇帶來最難吃香香雞的那個角色。這並不是說你對這個玩家有怨恨,只是這裡沒有人喜歡紅茶菌(kombucha),理查,所以下次你能不能不要再分享你的紅茶菌母(scoby)了,帶點汽水來。
 
在這一點上,關鍵是跑團的第一場戰鬥要儘可能地令人興奮和充滿高風險。對於怪物,我建議使用一群傻豆或大傻豆。這些是極其有趣的怪物,因為它們可以在沒有豁免檢定的情況下造成力量傷害,所以幾乎可以保證你的一位或多位PC會昏迷。然後,當PC似乎已經克服了困難並贏得了戰鬥時,無意識的PC突變成新的廢豆。(怪物圖鑑說,PC在死後1d4輪之前不會重生成傻豆,但這是一個完全可以接受篡改規則的時機。如果玩家可以預測他們的角色何時會不可逆轉地變成由GM控制的可怕的不死生物,玩家怎麼可能玩得開心?)
 
最後,記住時間。這是一個好主意,在這一開場場景中,保持行動快節奏和穩定流動; 我建議第一次遭遇持續2到3個小時。
 
不,但是...
在即興小組中,有一個聰明的表達方式是很有用的,就是故事的講述是大家的努力,參與者應該互相配合,以創造一個美好的故事。我不太記得確切的表達方式,因為我在第一次會議的中途,就被我的上一個即興小組開除惹,因為我不停地在場景中暗示“一條裹著尿布的龍”,但我認為這就像是,“不,但是。”無論如何,這是玩桌上角色扮演遊戲的一個基本部分,因為你作為GM的工作是提醒玩家遊戲是合作的; 也就是說,你的玩家需要與你合作以確保你的故事取得巨大成功。
 
儘可能使用“不,但是”。例如,當隊伍的野蠻人說她想要抓住一條叢林藤蔓然後盪過河岸去安全的地方,說:“不,但是當妳試著抓住一條藤蔓時,結果卻發現它是一條蛇。牠咬爆你惹。請丟對毒素的強韌豁免。“如果法師在試圖施放法術的同時,在掩護後面躲避持弩刺客的攻擊,說:“不,但是刺客向你的魔杖射出一發弩矢,把棒棒給射爆了。” 如果法師玩家的手裡正拿著飲料或鉛筆,走過去直接把東西一掌拍飛來增加逼真度。記住:營造一個有趣的氣氛!
 
深入肉塊(和骨頭[還有靈魂])
散播痛苦是一回事,ㄜ,我是說,樂趣,從抽象的角度來講。但遊戲系統的細節呢? 以下是一些快速而骯髒的建議,以確保你的跑團難以忘懷。
 
戰場陷阱:最好的陷阱至少有三種不同的互動可以使它們變得非常、非常糟糕。在遊戲設計術語中,這稱為電報(telegraphing),這意味著使各種交互的結果(例如拉開關或按下按鈕)盡可能的不透明和不可預測。例如,當隊伍的盜賊被從牆壁上擺動而出的不可能卸武鐮刀陷阱給撕裂時(看看它的CR),並且審判者在房間的另一側拉動槓桿,槓桿不應該要像在電影中一樣的停止陷阱。相反,讓拉動槓桿後將一桶強酸從頭頂上倒在盜賊身上。通過使用這個技巧,你可以將我稱之為鹽巴(S.A.L.T)的東西灑到你的玩家的傷口上: 多麼美好的時光。(Such A Lovely Time.)
 
經驗和獎勵:玩家似乎喜歡的一件事就是收集可怕的戰利品並升級他們的角色,這已經不是什麼秘密了。但是再一次,研究*表明這可能不是這樣—事實上,當沒有外在獎勵的承諾時,人們擁有最好的時光也最具有創造力。在每次跑團結束時,提醒玩家,與他們心愛的朋友一起聚會的經歷本身就是無價的回報。如果玩家堅持認為他們的角色至少可以獲得一些寶藏,那麼每個玩家都可以獲得1個Fun Buck的代幣。(Fun Bucks,當然是人工膨脹的貨幣,專為在你的遊戲桌上使用而設計。)
* 煞克斯要感謝參加“艱苦勞動和補償:追尋人類精神崩潰邊緣”研究的130名凡人靈魂。
 
 
最後一點瘋言瘋語
恭喜!你已經主持了一場成功的Pathfinder遊戲。到現在為止,你毫無疑問地沉浸在你崇拜的懇求者—ㄜ,朋友們的燦爛笑容和擁抱中。如果你碰巧在跑團結束時發現自己獨自一人坐在遊戲桌上,那麼請記住:天才是常常被低估的,而一些忘恩負義的玩家的消失,對於你創造了一次真正難忘的體驗的知識來說,只是一個小小的代價。
 
 
—瑟斯頓‧希爾曼
煞克斯的忠誠僕人
 
 
 


引述: 邊欄
諷刺警報
一篇名為“煞克斯的痛苦之屋!”的paizo.com網誌,建立了此篇文章上的大部分內容。從本質上講 ,“煞克斯的痛苦之屋”是對荒謬和“困難模式”風格遭遇的諷刺性討論,這種遭遇可能(但很可能永遠不應該)由精明的GM們設計。隨之而來的是源源不斷的請求,希望看到這樣一個卑鄙的模組被出版。雖然這樣的模組超出了我們希望發佈的任何產品的範圍,但這篇文章可以安撫GM的一種默默的虐待狂性質,因為它討論了為玩家和他們的角色體驗適當困難(讀作不公平)遭遇的各種方法。
 
這篇文章寫得很幽默,為通常嚴肅的主持遊戲主題帶來一些輕鬆。簡單地說: 煞克斯和他的任何一個僕從都不會是一個非常好的(或者,至少是有趣的)GM,所以儘量不要效法他的榜樣。

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