作者 主题: 第十九章 总结上次聚会  (阅读 309 次)

副标题: 翻自《Return of Lazy Dungeon Master》,pg 57

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第十九章 总结上次聚会
« 于: 2019-07-18, 周四 05:02:48 »
“一次简短、快速、快节奏的‘在过去的几场团中,我们都记得哪些很棒、有趣的东西?‘的游戏,可以奇迹一般的让整个队伍—团内和团外!—重新走上正轨,沉浸其中并且参与到战役中。”
—Clinton J. Boomer, Kobold Guide to Plots and Campaigns

“听他们回顾就像是对战役用一个巨大的听诊器。”
—Matt Colville

每个团都需要从某个地方开始——所以为什么不从一项能够帮助玩家以一种强有力的方式进入团和战役的活动开始呢?

当我们准备开始一个聚会时,我们可以让玩家总结之前的聚会,然后仔细观察我们得到的反应。这种反馈帮助我们理解团是如何运作的。

让玩家自由叙述

就像许多懒城主之道一样,这项技巧提供了多种好处。

首先,它帮助所有的玩家——包括那些可能错过了前几节聚会的玩家——记住事情如何结束和向何处发展。

其次,它可以帮助你了解玩家记住了哪些内容。哪些事件或npc与他们产生了共鸣?他们忘记了故事的哪些细节?

第三,让玩家做一个总结,告诉大家团已经开始了。对于喜欢在聚会开始时进行一些社交活动的团队来说,这尤其有用,因为一起描述前一场聚会的行为可以满足其中的一些需求。

当玩家叙述前一聚会时,不要打断他们。让他们告诉你他们记得什么。其他玩家可能会跳出来纠正错误并填补空白。当你一遍又一遍地重复这个过程时,它将帮助你了解哪些玩家记住了故事的哪些部分。

填补缺失信息

只有在玩家说完,你才该填入推动故事向前发展所需要的关键信息。如果他们忘记了一些小细节,你可以让这些细节被遗忘。假如它对玩家来说还不够重要,或者根本就不重要。

这些玩家叙述的摘要帮助您了解什么才是真正重要的。他们可以为你提供一些建议,告诉你如何调整你的团,使其专注于玩家最难忘的方面,并避开那些与他们不产生共鸣的方面。

要求玩家总结前一聚会的清单

  • 在游戏开始时,让玩家总结前一场聚会的事件。
  • 倾听,集中注意力,不要打断。
  • 注意玩家记住了什么。
  • 让其他玩家来填补空白。
  • 只纠正重要的误解。
  • 使用你所听到的内容去专注于玩家最难忘的内容。

劇透 -   :
CHAPTER 19:SUMMARIZING THE PREVIOUS SESSION
“A short, snappy, fast-paced game of ‘What awesome and interesting stuff do we all remember from the last few sessions?’ can work absolute wonders for keeping the party—both in-character and out-of-character!—on track, immersed, and engaged with the campaign.”
—Clinton J. Boomer, Kobold Guide to Plots and Campaigns
“Hearing them recap is like a huge stethoscope on the campaign.”
—Matt Colville
Every game needs to start somewhere—so why not start with an activity that can help bring the players into the game and the campaign in a strong way?
When we’re ready to start a game session, we can start by asking the players to summarize the previous session—and then carefully observe the responses we get. This sort of feedback helps us understand how our games are really working.
GIVE THE PLAYERS FREE REIGN
Like  many aspects of the way of the Lazy Dungeon Master, this technique offers multiple benefits.
First, it helps all the players—including those who might have missed previous sessions—remember where things left off and where things were headed.
Second, it helps you see what sorts of things the players remembered. What events or NPCs resonated with them? What details of the story did they forget?
Third, asking the players for a summary tells everyone that the game has started. This can be especially useful for groups that like to start out a session with a bit of socializing, as the act of describing the previous session together can address some of that need.
As the players describe the previous session, don’t interrupt them. Let them tell you what they remember. Other players will likely jump in to make corrections and fill in the blanks. As you repeat this process session to session, it’ll help you get a sense of which players remember which parts of the story.
FILL IN MISSING INFORMATION
Only after the players are done should you fill in any crucial information required to move the story forward. If they’ve forgotten small details, you can often let those details stay forgotten. If it wasn’t important enough for the players to remember, maybe it just wasn’t important.
These player-driven summaries help you see what really matters at the table. They can offer suggestions for how you might tweak the game to focus on the aspects that are most memorable to the players— and to steer away from aspects that aren’t resonating with them.
CHECKLIST FOR ASKING PLAYERS TO SUMMARIZE THE PREVIOUS SESSION
• At the beginning of a session, ask the players to summarize the events of the previous game session.
• Listen and pay attention without interruption.
• Take note of what the players remember.
• Let other players jump in to fill in the blanks.
• Only correct vital misunderstandings.
• Use what you hear to focus your game on what the players find most memorable.
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