作者 主题: 第二章 懒城主的备团清单  (阅读 516 次)

副标题: 翻自《Return of Lazy Dungeon Master》,pg 10

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第二章 懒城主的备团清单
« 于: 2019-07-17, 周三 22:51:20 »
懒城主之道是什么样子的?我们可以采取哪些步骤来在尽可能短的时间内备我们的团,同时仍然带出一场出色的团?对于一场典型的团,懒城主的备团清单如下:

  • 审查玩家角色
  • 创造给力导入
  • 概述潜在场景
  • 决定秘辛与线索
  • 构筑奇妙地点
  • 概述重要npc
  • 选择相关怪物
  • 选择魔法物品奖励

就是这样。许多变量将使这些步骤变长或变短,包括我们的团的长度、团在战役中的位置以及我们是否正在带一个已发布的模组。如果我们不需要,我们甚至可能跳过其中的一些步骤。如果我们要开始一场全新的团,我们可能会有一些额外的步骤(稍后在书中介绍)。但即使是全新的团,这张清单也能让我们专注于团中重要的东西。

下面是每个步骤的简要总结。接下来的章节将详细列出每个步骤,并提供示例来展示使用清单是什么样子的。

审查玩家角色

在我们做任何其他事情之前,花几分钟时间审查玩家角色是有帮助的。 他们的名字是什么? 他们想要什么? 什么影响了他们的背景? 这些角色的玩家在团中享受什么?

在这一步骤中你甚至可能没有写下任何东西,但是审查这些角色有助于将它们引入你的脑海 - 并确保你的其余备团工作适合他们。

创造给力导入

团如何开始可能是我们可以做的最重要的备团工作。 设定阶段决定了团其余部分将如何发展。 当您决定团开始的位置时,您会弄清楚正在发生的事情,团的初始焦点是什么,以及如何导向行动阶段。 如有疑问,直接从战斗开始。

概述潜在场景

有了一个给力的开端,我们可以勾勒出一个可能展开的潜在场景的简短列表。这个步骤主要是为了让你感觉好像在开始带之前掌握了团。 然而,作为GMs,我们所有人都必须随时准备好在团向不同的方向发展时抛弃潜在场景 - 就像往常一样。

通常,每个场景只需要几个词,并且每小时一到两个场景就足够了。 在其他时候,如果您认为不需要,完全可以跳过此步骤。

决定秘辛与线索

这一步的重要性仅次于给力导入,并且是懒城主可用的最强大的工具之一。 秘辛与线索是单个短句,描述了角色在游戏中可以发现的线索,小故事或世设的一部分。 你不确切知道角色将如何发现这些线索。 因此,你需要将这些秘辛与线索从他们的发现地点中抽象出来,这样你就可以把它们放在团中任何有意义的地方。这可以让游戏畅通无阻地进行,同时还可以让你在角色可能发现它们的任何地方展示重要的故事片段。在这一步中,你可以写下十个这样的秘辛或线索。

构筑奇妙地点

创造唤起回忆的地点不容易即兴创作。因此,值得花时间写出一些角色可能在团中发现和探索的奇妙地点。每一个地点都可以被看作是一个场景,一个房间,或者是你团中的一个场景的背景。

用一个简短的名字来描述每一个地点,例如“太阳之塔”。然后写下三个奇妙的概念,沿着这样的思路:“闪耀的光束照向天空”、“熔岩护城河”或“雕刻在石头上的巨大古代精灵文字”。最终,整个地牢可以从一系列相连的奇妙地点创造,每个地点代表一个大区域或房间。一个特定的地点可能不会在你备的团中出现,但它将为出现在角色探索的下一个团做好准备。

概述重要NPC

在我们的备团过程中,我们将概述那些对团最重要的NPC(非玩家角色),专注于他的名字和与团的联系,然后将NPC包装成流行小说中的角色原型。许多其他的NPC甚至大部分都可以在团中上即兴创作。

选择相关怪物

角色最可能面对的怪物是什么?什么怪物对特定的地点和情况有意义?我们在这里不严格地的使用了“怪物”一词,其中包括了敌对NPC以及真正意义上的怪物。无论你需要什么类型的敌人,阅读怪物图鉴都可以为你提供选择适当生物的帮助。

此外,了解怪物挑战等级和角色等级之间的松散关系可以帮助您了解战斗可能会如何进行。大多数时候,你只需根据团中发生的事情列出一些怪物和即兴遭遇。对于boss战,你可能需要做更多的工作。

选择魔法物品奖励

玩家喜欢魔法物品,花时间准备他们会觉得有趣的物品是值得的。 这一步骤也有助于直接影响角色 - 将故事的有趣部分直接放入他们的手中。 您可以使用各种技巧来奖励魔法物品,从随机选择物品到根据角色的主题和玩家的愿望选择特定物品。 魔法物品也是传递秘辛与线索的绝佳机制。

一个松散的概述来满足强迫症

您对此清单的实际使用可能会因团而异。 但是,每次开始备团时,查看清单可以帮助您将精力集中在提供最大价值的备团工作上。 当你越喜欢在团中即兴创作,你就越可能跳过清单中的某些步骤。 重要的是,你不想要因为自己的自信让你远离你的玩家喜欢的重要步骤。

懒城主的备模组团清单

不管我们是在进行一场出版的模组,还是自己在家酿造的冒险,我们懒城主的清单都是有效的。但是对于懒城主来说,出版的模组有着巨大的价值,不管你是按照剧本来玩,还是用它们来激发你自己的想法——给你出版的和经过测试的材料,你可以把它们投入到你自己的冒险故事中。

为了从出版的模组中得到最大的收获,首先阅读模组是很重要的,吸收它并让它激励你。然后,您需要通过为您的团队私人定制,使之成为您自己的冒险。模组作家都希望GMs能够以最适合他们团的方式运行他们的模组。

当运行一个已发布的模组和检查懒城主的清单时,您可能会发现有些步骤已经为您完成了。你可能不需要花太多的精力在创作奇妙地点,概述npc,选择怪物,或者选择魔法物品上。尽管如此,因为您总是希望自定义你的冒险,所以在带已发布的模组时,有必要检查清单,以帮助您对模组提供的所有材料进行分类并集中精力。

懒城主与网团

在过去的几年里,网团的数量有了显著的增长。在slyflourish.com 2016年的地下城主调查中,约20%的受调查DMs表示他们主要在网上带自己的D&D团。

虽然《懒城主归来》并没有特别提到网团,但是书中所讨论的步骤和过程也同样适用于你与玩家网或面团的互动。运行网团可能需要额外的步骤或策略——特别是在学习如何使用您最喜欢虚拟桌面工具时。不过,在其他方面,虚拟桌面可以让GMs的生活变得更加轻松。不管你怎么玩,懒城主的清单仍然有效。

例子:“伏力克苏斯之祸”

在这本书中,我们将讨论一个叫做“伏里克索斯之祸”的冒险例子。你将看到如何懒城主备团清单的每一步如何被应用到团中-在每个详述步骤的章节中的最后一段。

劇透 -   :
CHAPTER 2:THE LAZY DUNGEON MASTER’S CHECKLIST
What does the way of the Lazy Dungeon Master look like? What are the steps we can take to prepare our games in as little time as possible and still run a great RPG? For a typical game session, the Lazy Dungeon Master’s checklist looks like this:
• Review the characters
• Create a strong start
• Outline potential scenes
• Define secrets and clues
• Develop fantastic locations
• Outline important NPCs
• Choose relevant monsters
• Select magic item rewards
That’s it. A number of variables will make some of these steps grow or shrink, including the length of our session, where a session falls within the campaign, and whether we’re running a published adventure or not. We might even skip a few of these steps if we know we don’t need them. If we’re starting a brand-new campaign, we might have some extra steps (covered later on in the book). But even for brand-new games, this checklist keeps us focused on what matters at the table.
Here’s a brief summary of each of the steps. The chapters that follow then break out each step in detail, and offer examples to show what using the checklist looks like.
REVIEW THE CHARACTERS
Before we do anything else, it helps to spend a few minutes reviewing the player characters. What are their names? What do they want? What plays into their backgrounds? What do the players of these characters enjoy at the table?
You might not even write anything down duringthis step, but reviewing the characters helps wire them into your mind—and ensures that the rest of your preparation fits around them.
CREATE A STRONG START
How a game starts is likely the most important piece of preparation we can do. Setting the stage for the session determines a great deal about how the rest of the game will go. When you define where a game session starts, you figure out what’s going on, what the initial focus of the session is, and how you can get close to the action. When in doubt, start with a fight.
OUTLINE POTENTIAL SCENES
With a strong start in hand, we can then outline a short list of potential scenes that might unfold.This step exists mostly to make you feel as though you have a handle on the game before you start. However, as GMs, all of us must always be ready to throw our potential scenes away when the game goes in a different direction—as it often does.
Usually, it’s enough to come up with only a few words per scene, and to expect one or two scenes per hour of play. At other times, you might skip this step completely if you don’t think you need it.
DEFINE SECRETS AND CLUES
The next step is second only in importance to the strong start, and is one of the most powerful tools available to the Lazy Dungeon Master. Secrets and clues are single short sentences that describe a clue, a piece of the story, or a piece of the world that the characters can discover during the game. You don’t know exactly how the characters will discover these clues. As such, you’ll want to keep these secrets and clues abstract from their place of discovery so that you can drop them into the game wherever it makes sense. This lets the game flow freely, while still allowing you to reveal important pieces of the story at any point where the characters might discover them. During this step, you might write down ten such secrets or clues.
DEVELOP FANTASTIC LOCATIONS
Building evocative locations isn’t easily improvised. As such, it’s worth spending time writing out a handful of fantastic locations that the characters might discover and explore during the game. Each location can be thought of as a set, a room, or a backdrop for a single scene in your adventure.
Describe each location with a short evocative title such as “The Sunspire.” Then write down three fantastic aspects for it, along the lines of: “Blazing beam of light shining to the heavens,” “Moat of molten rock,” or “Huge elven glyphs carved into ancient stone.” Ultimately, whole dungeons can be built from a series of connected fantastic locations, with each location representing a large area or chamber. A specific location might not come up during the game for which you prepare it, but it will be ready for a later session as the characters explore.
OUTLINE IMPORTANT NPCS
During our preparation, we’ll outline those NPCs (nonplayer characters) most critical to the adventure, focusing on a name and a connection to the adventure, then wrapping the NPC in a character archetype from popular fiction. Many other NPCs—maybe even most of them—can be improvised right at the table.
CHOOSE RELEVANT MONSTERS
What monsters are the characters most likely to face? What monsters make sense for a specific location and situation? We’re using the term “monster” loosely here, so as to include enemy NPCs as well as truly monstrous foes. Whatever type of enemy you need, reading through books of monsters can give you the fuel to choose the right creatures for the right situation.
Additionally, understanding the loose relationship between monster challenge rating and character level can help you understand how a battle might go. Most of the time, you can just list a number of monsters and improvise encounters based on what’s happening in the adventure. For boss battles, you might have to do more work.
SELECT MAGIC ITEM REWARDS
Players love magic items, and it’s worthwhile to spend time preparing items they’ll find interesting. This step also helps to directly impact the characters—by dropping an interesting part of the story literally into their hands. You can use a mixture of techniques to reward magic items, from selecting items randomly to selecting specific items based on the themes of the characters and the desires of the players. Magic items are also a great mechanism for delivering secrets and clues.
A LOOSE OUTLINE TO GET COMFORTABLE
Your actual use of this checklist might change from game to game. But reviewing the checklist each time you begin to prepare for your game can help you feel comfortable that you’re focusing your energy on the activities that provide the most value. The more comfortable you become improvising your games, the more you might start skipping certain steps on the list. All that’s important is that you don’t want your confidence to lead you away from important steps that your players enjoy.
THE LAZY DUNGEON MASTER’S PUBLISHED ADVENTURES CHECKLIST
Our Lazy Dungeon Master’s checklist works whether we’re running a published adventure or our own home-brewed adventures. But published adventures offer tremendous value to the Lazy Dungeon Master, whether you play them mostly as written or use them to inspire your own ideas—giving you published and playtested material you can drop into your own adventures.
To get the most out of a published adventure, it’s important to first read the adventure, absorbing it and letting it inspire you. You then need to make the adventure your own by customizing it for your group. Adventure writers both expect and hope that GMs will run their adventures in whatever way best suits our games.
When running a published adventure and going over the Lazy Dungeon Master’s checklist, you might find that some of the steps are done for you. You might not need to put as much energy into steps like building fantastic locations, identifying NPCs, choosing monsters, or selecting magic items. Still, because you always want to customize the adventure, it’s worth reviewing the checklist when running a published adventure, to help you sort through and focus all the material that the adventure is providing.
THE LAZY DUNGEON MASTER AND ONLINE PLAY
Running RPGs online has grown significantly in the past few years. In the 2016 Dungeon Master survey at slyflourish.com, roughly 20 percent of surveyed DMs said they primarily run their D&D games online.
Although Return of the Lazy Dungeon Master doesn’t specifically address online play, the steps and processes discussed in the book work just as well whether you interact with your players online or around the table. Running online games might require additional steps or tactics—particularly in learning how to use the tools of your favorite virtual tabletop. In other ways, though, a virtual tabletop can make life as a GM even easier. However you play, the Lazy Dungeon Master’s checklist still works.
AN ONGOING EXAMPLE: “THE SCOURGE OF VOLIXUS”
Throughout this book, we’re going to talk about a single example adventure called “The Scourge of Volixus.” You’ll see how to approach and make use of each step of the Lazy Dungeon Master’s checklist as it’s applied to the adventure—culminating by the end of the book in an adventure outline suitable for play.
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