作者 主题: 【暗影狂奔6E Hack & Slash】 创建特质历程 P.88  (阅读 1330 次)

副标题: 引自果园“暗影狂奔”6e板块,感谢马丁的翻译~

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【暗影狂奔6E Hack & Slash】 创建特质历程 P.88
« 于: 2023-03-23, 周四 18:42:42 »
创造特质历程 Quality Path Creation(p. 88, H&S)
特质路程是一系列有助于探索角色叙事弧光的特质。有时候它们会有多个分支,但是也如上面那个赛博修士的例子那样,他们也可以只是一个单线的提升(译注:这样的例子有很多,后面会补译的)。SR6中有太多有用的特质了,这些特质能讲出太多的故事,甚至都不知道该讲哪一个,那么为什么不捣鼓出一条特质历程来讲述你想讲的故事呢?
劇透 -   :
Quality paths are a collection of qualities arranged to help explore a character’s narrative arc. Sometimes they have multiple branches, but with the cyberadept example above, they can also represent a linear progression. There are so many useful qualities in SR6 and more stories to tell than we could ever imagine, so why not hack a quality path to help tell the story you want to tell?
它的运作机制是这样的:Here’s how it works:
首先,为你的特质历程想一个主题。这可能是你角色想要有的一个特定的头衔,比如说“白帽碟客”,或“超链枪手”。又或者它可以代表一个叙事主题或事件,比如说“失谐救赎弧光”,或“数据天堂的灭亡”。为你的特质历程命名某种程度上代表着这一系列的点子。
劇透 -   :
First, come up with a theme for your quality path. This might be a special title that your character aspires to, like “white hat decker,” or “gunslinger technomancer.” Or it might represent narrative themes or events, like “Dissonance redemption arc” or “death of a data haven.” Give your quality path a name that represents this collection of ideas in some way.
然后,选择一个起点。什么让你踏上了这个特质历程?通常来说,这会需要满足一个叙事前提,比如在狂奔中的某一个任务获得成功,不过某些游戏机制上的前提条件也可以满足——比如说成为赛博修士需要失去一些精华。这意味着需要和你的GM共同讨论。和他们分享你的主题和点子,得到他们的协助与允许,设置特质路程的前提条件。这做起来不应该太困难,但也许不应该是你的角色已经有的东西。理想状态下,你的GM应该给你在接下来的几次狂奔中满足这些前提条件的需求。
劇透 -   :
Next, pick a starting point. What begins the path? Normally, there is a narrative requirement, like succeeding at a particular task during a run, but game mechanics requirements work, too—such as the Essence loss requirement for cyberadept. This requires collaboration with your gamemaster. Share the themes and ideas with them, and with their assistance and approval, set the prerequisite for the quality path. It shouldn’t be too difficult to achieve, but probably shouldn’t be something your character already has covered. Ideally, your gamemaster will provide you with an opportunity to satisfy the prerequisite within the next few game sessions.
游戏机制上,最显著的优势是,当你通过特质历程获得正面特质,他通常不会翻倍业力消耗。如果GM对某个特质的选择有平衡性的顾虑,他们可以让业力花费维持在翻倍的水平。
劇透 -   :
The most significant advantage in terms of game mechanics is that when you acquire a positive quality through a quality path, it normally doesn’t cost double its Karma cost. If the gamemaster has concerns about game balance issues with a particular quality choice, they can leave the Karma cost doubled.
现在,选出匹配这个特质历程的特质。依据你的主题曲设置它们的获得顺序。每一个都代表着在该特质历程上踏出的一步。与你的GM分享你的想法,他们也可能会提出他们的建议。你的GM可以选择调整其中一些,甚至为契合他们模组的主题而禁止掉其中一些特质。但是大部分GM的建议应该都是可行的,只要你不是单纯的将一些好的特质塞到一块而罔顾故事的发展。
劇透 -   :
Now pick out the qualities that match the quality path. Put them in an order of progression that fits your theme. Each one represents another step on the quality path. Share these ideas with your gamemaster, and they may suggest some as well. Your gamemaster may also choose to suggest alternates, or even disallow some qualities for this purpose, to fit their campaign. However, most gamemaster suggestions should work, as long as it’s clear that you aren’t just trying to throw together some good qualities with little care for the story.
本质上,特质历程是一个给予特质因由与更大意义的叙事结构,让它们在更大的叙事中也有一席之地。它们不应该只是作为你想要的特质的业力折扣券。
劇透 -   :
At their core, quality paths are storytelling structures that set up the reasons and assign greater meaning to qualities, justifying them within the greater narrative. They shouldn’t be used just to get a Karma discount on the qualities you want.
如果你的特质历程中包括一个或多个负面特质,那么奖励业力应该仅局限于购买特质历程中的正面特质。不过,一条特质历程并非必然是积极弧光——它也可以代表一系列的挫败和悲剧,以及角色是如何应对的。这种情况下,负面特质的奖励业力会被留存下来直到某些剧情事件得到化解,之后角色能以折扣价买除负面特质,或者自由花费特质所奖励的业力。
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If you include one or more negative qualities within a quality path, the bonus Karma should be limited to being used to purchase positive qualities within the path. Alternatively, a quality path need not be a positive arc—it might represent a series of setbacks or tragic events, and how the character copes (or fails to cope) with them. In this case, the bonus Karma for the negative qualities is held in reserve until some narrative events are resolved, after which the character has the opportunity to buy off the negative qualities at a discount or spend the bonus Karma gained from them freely.
创造特质历程范例:碟板大师Example Quality Path Creation: The Deckmeister
让我们为那些会搭建和定制他们自己骇客硬件的角色设计一条特质历程。这里的叙事主题很清晰,题目的“碟板大师”就很合适。
劇透 -   :
Let’s design a quality path for characters who build and customize their own hacking hardware. The narrative theme is clear, and the title “The Deckmeister” fits nicely.
作为起点,一个比较符合直觉的选项是,角色将需要通过他们的技能,作坊,花费业力而非新円来搭建出一个碟板的元件。
劇透 -   :
For the starting point, it makes sense that the character will need to construct a cyberdeck component using their skills, a tool shop, and paying with Karma instead of nuyen.
现在到特质了:分析性思维和应急机师看起来也许可以,但是我们要更具体点。碟板组装手(Deck Builder),金起子(Golden Screwdriver),快速配置(Quick Config),保证无效(Voider of Warranties)看起来都很合适(译注:都是H&S里的特质)。对于可能的负面特质,装备滥购综合征(p. 137, SRC)看起来就很完美了。
劇透 -   :
Now for the qualities: Analytical Mind and Juryrigger seem like they might fit, but let’s get more specific. Deck Builder, Golden Screwdriver, Quick Config, and Voider of Warranties all seem like a good fit. As for potential negative qualities, Gear Acquisition Syndrome from the Sixth World Companion (p. 137) seems perfect.
那么接下来要做的就只是将他们按顺序放了。碟板组装手和1级的装备滥购综合征可以放在一起作为本特质历程的第一步,他们合计需要0业力。下一步可能可以是金起子,不过需要你花费至少5业力在搭建碟板组件上,并且需要获得之前的特质才能走到这一步。如此再花5业力,你就可以踏上下一步了:快速配置。最后一步允许你不翻倍业力的情况下,购得保证无效,但是你同样需要拿多两级的装备滥购综合征(这为你带来了10点奖励业力以支付这个正面特质)。
劇透 -   :
Now it’s just a matter of putting them in order. Deck Builder and one level of Gear Acquisition Syndrome can come together for the first step, for a net Karma cost of zero. Perhaps the next step is Golden Screwdriver, which requires you to spend at least 5 Karma on building cyberdeck components after you received the previous quality in the path. After another 5 Karma spent in this way, you can take the next step: Quick Config. The final step allows you to take Voider of Warranties without paying double its cost, but you also have to take two more levels of Gear Acquisition Syndrome (which provides 10 bonus Karma to pay for the positive quality).