完全英雄手册——创建英雄的全面的指导(翻译)
有一天,一只天使猫说:“要翻译这篇不错的文章。”于是就有了这篇文章的翻译稿。<br> <!--emo&(L)--><img src='http://www.cndkc.org/bbs_en/html/emoticons/heart.gif' border='0' style='vertical-align:middle' alt='heart.gif'><!--endemo--> 感谢Ethelind的及时援助以及P2的辛勤校对。(由于本人水平有限,文中若有差强人意之处还请诸位原谅。)<br> <!--emo&(L)--><img src='http://www.cndkc.org/bbs_en/html/emoticons/heart.gif' border='0' style='vertical-align:middle' alt='heart.gif'><!--endemo--> 为DND30周年庆献礼!以下为文章。<br><br><br><b>文章:完全英雄指南——创建英雄的全面的指导</b><br><br>我决定写一些我的关于创造人物的特别方法。这个计划比我原先想的要难得多,因为我从没有站在一定高度做过总结。好吧……现在开始。<br><br>让我们从定义一个优秀人物的关键要素开始。如果你想做出一个在游戏中发挥最大作用的人物,你就必须要注意所有的这些要素。最关键的元素如下:角色的整体感念、背景故事、角色特点、具体数据和扮演方法,这些都是塑造一个优秀人物的最重要的关键点。什么样的情况算是比较好呢?你已经写了最好的背景,但是却忽略了具体的数据,而你的人物不能真正的做到你希望他能做到的事?或者,你的人物有一组很好的数据,但是他没有自己的个性,也没有背景故事,只是一台战斗机器?<br>这部分只是一个指导,并不是确切的方法。因为没有精确的方法告诉你如何按部就班地做。我总是用不同的路线去创造的每一个人物。但是不管怎么做,对角色的某种形式的整体概念都是首要的,因为没有整体概念就没有路标,没有计划。最后,才是执行手法,因为这主要表现了你的RP。在中间的是这些要素——背景故事,角色特点和具体数据——这几点可以同时考虑,并且这几点总是一个变了就影响另一个。<br>在所有的步骤中,至少要和DM交流,如果没有其他的玩家,那么这是很重要的。如果你希望创造出既适合团队又适合游戏中DM的设想的人物。那么你就要找出你的团队最需要什么样的人,当他出现在背景或者高等级中时,DM最想寻求的是什么。并不是说你必须高度的配合所有的人,但是你不能视而不见。<br>现在我们设计完了,那就让我们开始做吧。<br><br><b>对人物的整体概念</b><br>这是个开端,这是打开门的钥匙,创造人物的蓝图。即使没有一个清晰的概念,你也可以随便地按照一个图表去扔你的属性骰……在一些游戏里你确实可以这么做(也许还会很有趣)但是我总是觉得不满足。幸运的,D&D没有这样的表格,所以你需要决定你想要做什么和你怎样才能做到。<br><br><i>整体概念来自任何地方</i><br>你对人物的整体概念就是你的核心观念,也就是你想塑造一个什么样的人物。核心观念可以来自任何地方和任何事物。它可以是很呆板的,也可以是戏剧性的,甚至可以是基于人物的(character-based)。“我想塑造一个去冒险的伐木工人。”做这个人物就像值得做一个“我想塑造一个可怕的扔双武器的人”或者“我想做一个头发斑白的,沉默寡言的,常在野外活动的人。”就是把这些结合在一起也没有问题。如果一个想法好,两个或三个会更好。<br>我什么时候动身,我觉得从机械的概念中创造出一个好的人物着实令我很心虚。有时候别人会告诉你,如果你不以一个故事为开始你就做得不对。其实不用为这担心。因为没有什么正确的或错误的观念。只有当你不理会你人物的某些方面的时候,你才开始误入歧途。<br>上面的建议也许做出来的全是搞笑的人物。举个例子,我现在要努力开发上述三点。我们的人物会是一个头发斑白……使用两把斧子,攻击可近可远,由一个伐木工人变成英雄的人。幸运的是,这三个点子相互可以编制得很好。<br><br><i>改进你的想法</i><br>当你有一个想法的时候,就像有一棵幼苗。你可以在你实际操作前扩展这个想法。想一想创造人物的这三个方面(背景故事,角色特征,具体数据)在每个方面都想一些初始的点子。设想出一个简短的摘要,说明你这个人物是什么,还有他要做什么。<br>我们的人物出生在边境的一个伐木营地中。树木就是他的血液,但是一些悲惨的事情迫使他离开了原有的生活。他的头发灰白,性格坚韧如旧的生牛皮。艰苦的生活和悲惨经历使他变得坚强。他用买来的武器战斗,短柄斧。这要求近战和远程战斗专长。<br><br><i>不要害怕改变</i><br>当你塑造你人物的时候,他会被某些东西影响。这就意味着有些时候你需要改变你人物的一部分特点。总体的理念是不变的。如果人物的数据不能支持你的理念,或者你想不出一个好的故事或合理的特点,你也可以尝试一些其他的东西。有些时候,你能很轻易的找到答案,有些时候则不尽如此。别对那些额外的东西感到恐惧,记住这一点:你永远也不会知道以后会发生什么事。<br>实践过程<br>在这里,所有的东西都会有些混乱。这里没有制定好的规则教你如何进行下去。很多东西会像冒气泡一样的从任何时间在任何地方出现。当这些东西出现之后,它们又会改变其他的东西。如果你没有支持你背景故事的数据,你就需要修改你的故事,让它适合你人物的属性。如果你故事中的某些东西会以某些方式影响你的设计人物的初衷,那么你就应该修改你人物的特点。别对改变感到恐惧,因为改变时时刻刻都出现在你身边。也许很难把这些有机的步骤用一个与之相似的形式概括出来,但是,我始终希望能使读者保持头脑清晰,我会继续依照我所定的顺序,从头讲出我想说的东西。<br><br><b>背景故事</b><br>背景故事和其他几个方面一样重要。它会影响其他所有方面,其他方面也会反过来影响它。但是,它最重要的角色是它对最后阶段的影响:扮演。<br>你的背景故事能帮助你更好地把人物带到游戏中的世界。它不仅会决定你的人物穿什么颜色的衣服,更会影响人物所作的决定,同时也给那些优秀的DM一些情节引子,留待日后再用。一个优秀的DM应该把所有玩家的背景故事放到自己的冒险中来。一个对背景敷衍了事的玩家等于欺骗了他自己和其他的玩家。<br><br><i>为他人着想,积极相助</i> <br>因为DM能够且有必要审查你的背景,所以当你写背景的时候应该要多为别人着想并积极与人沟通。一个宏大的,英雄传奇般的背景是非常好的,但是你要记得,在你周围还有其他玩家,如果你变得太强大,那么DM便不能合适的去处理别人的背景。同样的,如果你的背景太混杂不清又太复杂,那么DM也会不想往下探究它。就因为这样,你应该谨慎的做你的人物,让他/她变得重要,但不要成为舞台的焦点。切记要对冒险有所助益!<br>一个好的DM可以从任何地方把任何细小的点拿出来,但这决不意味着你要把预设好的情节给他。确保你有足够多的、有趣的情节引子来诱惑你的DM,使他攫取住它们并将它们用到游戏中,但是别为了这样而在你的背景中把整个战役都写出来。<br><br><i>精确且简明</i><br>一个好的背景应该包括你所有的基本信息,应该很好的表述出你的人物。为什么他(你的人物)要这样做?为什么他本人有这样的属性值?为什么他看东西、感受事物、行为方式是这样的?这些全是人物背景所要表达出的重要问题。小心!有些问题就在我们周围,我自己也包括在其中。有人倾向于把简单的背景放到故事中然后自得其乐,但是当你必须认识到,你并不是人物背景的唯一阅读者时,这就成为一件不必要的坏事了。你的DM也要读你的人物背景,如果他不喜欢读关于你所做人物的小说,而你又给了他这样一个背景时,DM便不能很好地做出回应。你也许有一个充满了丰富情节引子的优秀背景,但是你的DM不喜欢读,那么你的工作看起来就像是浪费时间。这就是为什么当你做人物的时候至少要和你的DM交流。<br>你的人物是货物,你的DM是消费者。你的工作就是用某种方法包装你的人物,吸引DM的注意。要了解你的观众。如果你的DM喜欢长背景,那么尽你的全力去写一个;如果他喜欢简短的,那么就删减你的传奇故事。但是无论怎样,你都应该花时间去写点什么东西。别以为夹着你那两页人物数据的文件夹就是你的整个人物。你需要在细枝末节上体现真实。<br>我们的人物需要一个能概括他所有基础信息的背景,但是别让我们的观众感到无聊,它需要简短一点……<br>我们的英雄出生在山林脚下的一个以伐木为生的小村庄里。他在激荡的生命中成长为一个伐木工。他在树林与溪流间嬉戏;他和朋友们玩摔跤,并学着伐木工的生存之道。<br>他作为一个年轻人,在伐木营中有一席之地,并且在一百个“砍树人”联盟中,成为在各方面都出类拔萃的佼佼者。他游戏的时候和工作的时候同样卖力。在他的社区每一年举办的伐木人大赛上,我们的英雄总是能摘得桂冠。他最突出的特长就是投斧子。而且他同时投掷双斧并百发百中的能力可谓家喻户晓。<br>一天,当他外出伐木时,一伙兽人强盗袭击劫掠了他的村庄。他和其他人看见烟从村庄里升起后,以最快的速度冲了回去。但是他们到的太晚了,已经不能阻止这场杀戮。<br>但复仇的野兽冷静下来后,我们的英雄在尸体中找到了他的家人,但他的妹妹却失踪了。他们找了很多天,却始终没有发现她的踪迹。(Crushed by loss)在这场动乱过后,他认为没有理由再继续呆在村子里了,所以他踏上了寻找新契机的旅程,也许那便是复仇。<br>好的,短小,简洁。这又一个很好的情节引子:在她的妹妹身上究竟发生了什么事呢?在主角回村后,从他得刀下幸存的兽人会怎样呢?这也是他粗暴个性和作战方式的很好解释。非常好!尽管这只可能是适量材料的简单组合。<br><br><i>人物特征</i><br>人物特征就是多种多样的特点,像外貌,个性,不同人的不同选择以及那些不能定义为规则也不完全属于文学领域里的东西。他更像是故事,角色的特征会影响它的决定和选择。如果没有这个要素,你的人物只是一个无意识的机器人,因骰子的性情杀人或被杀。<br>人物特征就是你的人物怎么做,喜欢什么,怎么感受事物,怎么穿衣服以及看起来是什么样子等,并且他“为什么”要这样。也许某些故事会解释你的人物“为什么”会这样做,但有时候人也会跟着感觉走。这时,决定他们行为的不是以往的经历,而是他们的自身性格。<br><br><i>它出现在任何能出现的地方</i><br>其实人物特征通常是其背景的直接产物,而不是你从缭乱涂写的草稿中创造出来的。你可以从设计理想中的人物特点开始,然后再为他配一个故事。或者你可以先编一个故事,然后再让它引导你的人物特点。有些时候,人物特点会以这两种方式发展,也会反过来影响故事。你可以先设定好一些东西的确定方向,然后当你认识到你创造的人物没有那么做的时候,你就要改变它。最重要的东西就是:它本身就是那样,它要尽可能地与人物的其他方面相匹配。<br><br><i>特征就是个性</i><br>人物的行动是怎样的?感受是怎样的?他的阵营是什么?他为什么是那个阵营?他有没有信仰?为什么他要信仰那位神祉?这些是值得弄清的重要事项。任何人都可以选择一个神祉然后写下来,或者只为受到最小约束而选择一个阵营(很明显……这得是绝对中立呀~~),但是为什么你的人物要有这些特点呢?<br><br><i>外表体现特征</i><br>叙述人物的样子以及他使用和重武器,穿何种盔甲,这些描述并不能影响人物的数值,但是对你的人物来讲却依然很重要。外表可以帮助区分人物,也可以起到掩人耳目的作用。没有任何对外貌的描述也是一件好事。因为即使你有很高的领导气质也并不一定就有一张漂亮的脸蛋,反之亦然。漂亮的人也可以是卑贱和自私的,同样的,长的丑陋的人也仍然能有很强的个人魅力。<br>人物大致的外貌是什么样子?他有刀疤吗?他的头发是什么颜色的?他是否有一个甜蜜的,小女孩(loli)似的微笑?他们穿什么颜色的衣服?她是那种长得不好看但是很能赚钱的类型吗?他的穿着华丽吗?<br><br><i>装备也代表着你的性格</i><br>你的人物有什么冒险用的工具?他为什么有这些东西?那些东西反映了他的哪些特点?有没有什么东西是你认为他应该有的?把那些东西给他。你的人物是各种微小细节叠加而成的一个鲜活的生命。虽然我们不能涵盖所有的要点,但我们要试着去做到最好。举个例子,一个磨刀石,没有任何数据上的奖惩,只需花费1cp以及多一磅的负重……但是任何一个战士都会有一个磨刀石,用来保持他武器的锋利,打磨剑上的小凹痕。保持武器的锋利也许并不是一条规则,但是你的“人物”他是一个人,不是一组数据。他想要保持刀刃的锋利。塑造我们的英雄无疑要从“角色特点”开始,但是他做经历的事也会影响原先设计好的特点。<br>我们的英雄有着动荡的生活,这就是为什么他有着如此粗暴的脾气和严肃的态度。他需要一个能反映出这些特点的名字。一个简短而强有力的名字。格瑞芬(Griffin,狮鹫)是一个好名字。它有着坚忍不拔的感觉,实际上,这太棒了!!!<br>但是,它还具有另一面。失去家人给他带来的精神创伤就像给了他残酷而猛烈的一刀,尤其当他看到无辜者受害时,就会出现这种感觉。所以他总是既温柔又感伤的寻找着那些无助的人。在游戏中扮演一位性格上有点自相矛盾的人应该会非常棒。<br>战斗也会给这位年轻人留下肉体上的痕迹。兽人用剑残忍的砍伤了他并在他的脸上留下了一道自前额左边至脸颊的疤。这道疤勉强的错过了他的眼睛。他来自荒野并且厌恶法律的约束。除了这些之外,他厌倦了将自己全身心地献给正义之路。有些时候你不得不做一些可以让他存活下去的事。既要反映出他的狂野也要表现出他的忧郁。我们决定把他的阵营定为CN,与邪恶相比他更倾向于善良。他的意图通常是好的指示行动方式更多时候是出自本心。<br>他总是喜欢让自己对任何情况都有所准备,所以他有一堆野营及野外求生用品。他也喜欢一直保持斧子锋利,皮甲也总是维护得很好。<br><br><br><b>具体数据</b><br>一起玩游戏的时候,具体数据可能就成了人物的最关键问题。但是,你知道现在我所做的一切比玩一个“游戏”要做得多得多,因为这是一个角色扮演游戏。所以在整个描写中,具体数据是人物的一个重要方面,但并不比其他几点多。这并不意味着,你要忽视人物的数据。就像你要煞费苦心、小心谨慎地描写你的人物背景和角色特征一样,你也要以同样的态度地对待人物的具体数据。现在这一步,你要选择一个最适合你人物的职业,然后再选择与之相当的专长与技能。现在你需要设计、整理人物的属性。如果你的人物很强壮,那么Str便是你最需要优先考虑的事。如果他很愚笨,那么Int便是属性卡里的最低项。有些时候某些事与你的人物描述并不一致。你的叙述可能把他的这一特点形容得太低、太高或太平庸。当有这种事情发生的时候,你要么调整你的故事或者问你的DM,你能不能重投。<br><br><i>数据并不是只为了作战而用</i><br>有一些人陷入了这些数据中,他们只想创造出最能战的人物,而忘记其它的事。但是可以肯定的是,擅长某些事的人物对整个团队和冒险来讲是无甚损害的(实际上,在游戏中只擅长某些事的人物要比各项都很普通的人要更有乐趣),你需要平衡数据和背景故事。如果某个专长或职业能使你的人物更有战力,但如果他没有合适的理由去拥有这种职业或专长,那么你就要三思了。为什么你的人物要做这种选择呢?如果你不能想出为什么你那充满守序思想的武僧要改变它对事物的看法,突然变成一个野蛮人,那么你最好不要那么做。当然,野蛮人这个职业会对你的战斗能力有帮助,但是如果你没有合理的理由,那么你就不应该让人物兼职野蛮人。<br>同样的,如果你不能找到一个好方法去证明你的数据是合理的(译者注:比如,法师的力量有18……),也许你就需要有次序的改变人物的其他特性。也许那位武僧迷失了他的道路,被驱使到了疯狂的边缘。<br>但是,如果人物的选择从非游戏的观点来看有道理,并且能使人物更有战力的话,这将会对你更有益。<br><br><i>数据是非游戏的反应</i><br>如果专注于数据也并不等于要做一个最有战力的人物。那么数据到底是什么呢?数据是你人物的“非游戏”性反应。数据能很好地说明你的人物是什么样的,如果说某个人是世界上最伟大的射手,但是没有任何数据来支持这个说法,那么这也不过是空想。(我靠!报纸办成这样,和“空谈”有什么区别!)数据应该反映出你的背景故事和人物的特征要素,正如这些元素会因数据的改变而改变一样。如果你说你的人物能做某些事情,那么你必须要具有的数据来支持。同样的,如果你的人物在某一方面有特别的数据(某个专长、职业或别的什么)那么它们也应该反映在你的背景故事和特征里。<br>没有一组好的数据,你的人物就不能做你想让他做的事情。但是没有了好的背景故事和人物特征,你的人物就什么也不是,顶多是一个视频游戏的化身,无论遇到什么事,都是毫无目的地行动,这样的人物比写着他的那一张纸厚不了多少。<br>简单来说,我打算从预设的数据开始。15、14、13、12、10、8。因为对他即可近战又可远战的能力要求很高,我们把他的Str设为15,以显示他从艰苦的伐木生活中练就的强大力量。Dex为14,因为大多数的伐木工都是既瘦而又有肌肉的那种类型,他们能像松鼠一样飞快的爬上树,也能闪开倒下的树,所以这再合适不过了。下一个值——Con是13,因为他的生活很艰辛,所以他需要强健的体魄。下面的选择则比较困难。优秀的感知对一个猎人来说很重要,因为它反映了他敏锐的感官和对周围环境的警觉,可智力也同样重要。但是他自由的生活方式和对复仇的渴望表示他缺乏自控能力,所以,他的感知可能要低一点。如果他不够机警小心,那么我们就把他设定为一个狡猾的猎人:Int 12,Wis 10。最后我们只剩下一个8,但Cha为8也刚刚好。别忘了,他是个粗暴又无情的人,这就表明可能和别人相处不好。<br>Griff的种族选为人类,因为如果他是精灵,半精灵或侏儒的话,他就太过于坚韧粗暴了,而且他生活在地表的森林中,这就意味着他也不可能是矮人。不管他的镇子有多接近半兽人的领土,他都没有理由是一个半兽人。所以只剩下人类了。不管怎么说他获得了一些种族优势,在一级时他多获得一个专长和4个技能点,这能帮助他更好的成为一个鲜活的人物。<br>对于职业来说,我觉得游侠最适合他。野蛮人虽然很有暴躁和荒野的感觉,但是他并不是完全不约束自己的行为,至少现在不是。 也许在将来他会接触自己狂野的一面,但是现在他是一个狡猾的猎人,能驾御自己的野性。他是很有技巧的伐木工,可能还有一些狩猎技巧。所以,个人以为,他应该走游侠这一路线。游侠有双武器格斗能力,这很明显不会和其他东西相抵触。一个忧郁又坚毅的猎人为了复仇悄悄的追踪他的猎物——这样的一张画常常清晰地出现在我的脑海中,自然是这样。<br>显然,我们的英雄更喜欢用他的双斧当飞刀,而不是打近战。 所以我们应该把焦点集中在射击专长方面。毕竟,在他的村子受袭前,他更像是一个选择了掷斧子运动的运动员而非一个战士。因为我说过他能疾速的投掷双斧,所以我们除了需要双武器娴熟外还需要另一个与之相仿的专长。很自然的我想到了速射专长。如果你每只手都有一把斧子,你又有速射专长,那么便没有任何理由说你不能把它们同时扔出去。要得到速射专长,首先需要精准射击专长,这对他的投掷能力有很好的帮助,他也有充足的理由获得此项专长。因为大多数的掷斧子比赛 都是在一个相对较近的距离内进行的。<br>游侠所提供的技能都很适合他。当然不能忘记给他选个专业,他毕竟还是个伐木好手。<br>攀爬,游泳和跳跃则可以反映出他曾是个运动健将。野外求生显示了他在外生活和追踪猎物的能力。躲藏和潜行则是一个猎人最珍贵的技能。各项基本技能敲定后,我们考虑到他的智力不低,可以让他也适当学习一点其他技能。<br>之后游侠会获得一个动物友伴。我们不能确定他会做多久的游侠,但是一个猎人和他忠实的猎犬一起追踪着他们的敌人——这样的一幅图画看上去相当的好。所以在这之后我们给了他一只大狗(MM里有关于骑乘用犬的叙述,这也说明会有其他种类的犬,比如大型饲养犬和工作用犬,所以我能从中给他买一个)并把它写进他的背景故事里。我们可以说,这只忠心耿耿的狗从他小时候起就一直跟他在一起;根据后来的情况,我们还可以说,随着主人展开冒险生活,它更成了他的得力战友,诸如此类。我们需要改变他的一些个性。除了那些无助的旁观者之外,也许这只狗是他唯一所重视及关心的生命。你可以很容易的想到,他会粗暴的对待那些恃强凌弱和虐待动物的人。<br>我已经能画出他咆哮地吼着自己的口头禅的样子“我决不能容忍一个成年人打他的妻子和他的狗,”与此同时,他的气势完全压倒了那个骂人的乡下佬。看来这个人物已经完成了。<br><br><b>扮演</b><br>最后,在你把你那张人物表的所有空白处都华丽的填满后,我们创建人物的过程便告一段落。我们就可以开始战了!老实说我不该在关于创建人物的讨论之后(特别是我们已经创建好了我们自己的英雄)再来插手这个部分,但我认为比起仅仅拥有一张够班的人物卡,优秀的扮演更为重要。任何人都可以使用一个现成的够班人物卡来进行游戏,但你不得不操控它来解决你在游戏中遇到的任何麻烦,所以让我们接着看下去吧。<br>操作,意味着你要在实战中运用这个刚刚诞生的人物。它围绕着一个好的人物应拥有三个核心要素:背景故事,角色特性和具体数据。<br>你的背景会为你的冒险创造一个良好的开端,假如你在这点上做得很好,他还会为你将来的冒险提供灵感。不要忘记你从哪里来,但注意。在模组中,他的背景会改变他的选择,这点在他不断丰富的冒险经历中会有所反映。假如他以前曾被半身人欺骗过,也许现在他就不会再轻易相信他们,即使他不是一个多疑的人。<br>你的人物的性格会让你的角色变得与众不同,并决定他们的选择。永远不要做任何你不想要你的角色做的事,时时记得让他们做你想要他们做的。假如你扮演一位战士,记得日常多用油和磨石保养下武器,你的战士不会想要因为一把钝剑而命丧黄泉。假如你是一个爱嚼舌头的家伙,一有机会可别忘了显示你那过人的才能。假如你想当个勇敢的角色,那么临危不惧这四个字就是你的座右铭。<br>最后,数据是决定你能在游戏中干什么的关键。如果你的角色没法做到你想让他做的,你就需要好好察看你的数据了。始终要让角色的其他方面适应他的数据,反之亦然。要是你的交涉技能很高,那么就尽情的交涉吧。假如你是个优秀的战士,就去努力提升你的战斗能力。<br><br><br><i>乐于改变</i><br>在实际扮演中,最有乐趣的事就是——你永远无法预料下一刻会发生什么。同样的,你的人物会面对突发状况。也许他会循规蹈矩?或许他会突发奇想另辟蹊径。<br><br>规划你的角色的未来发展方向决不是件坏事——只要你明白你不能总是依赖它。也许你计划让他兼一级战士作为第三职业,但他的长处在精神领域,或许牧师是更好的选择。协调它,接受它,运用它。<br>假如你的人物在经历了漫长的冒险后“完璧归赵”,那你一定漏掉了什么。<br>一个角色不该把时间都花在提升等级和力量上,应该留些时间揣度他自己的扮演风格。通过这种分析,会使角色的性格以及一些重要数据在扮演中更为凸现,甚至会在他的背景中发现一些他忽略掉,或已经发生变化的过去。<br><br><b>玩得开心~</b><br>这是在扮演中最重要的。一切游戏都是为了让你从中得到乐趣。如果你玩得不高兴,你就不应该继续玩下去。如果事情不是你喜欢的样子,你可以和你的DM交流,但记得经验比改变重要(the lesson above about change)。有时你不得不接受这样一个事实——事情不是永远像你希望的那样。不过这不一定是什么坏事。只是因为你还没有忘记你曾经想要怎样,这并不意味着你现在不能从中享受乐趣。<br><br><b>体谅他人!</b><br>不要忘记这个游戏不是只为你一个人设计的。如果你的角色想成为众人瞩目的焦点,你就需要为其他人留出空间。因为假如他们没有从这个游戏中得到乐趣,这也是一个大问题。要是在你想要结束和酒保的交谈时他们还想继续问下去,不要介意让自己消失一会儿。如果你的角色刚接下了一次猛烈的攻击,当同伴们瞄准射击时或许他应该退到队伍后方休息一下。我知道让所有人的目光都集中在你的角色身上是件很有诱惑力的事情,但有时你不得不为了整个队伍而做出牺牲。但不要让它过多影响你的游戏乐趣。<br><br><b>结语</b><br>总之,希望你认为以上的这些话值得一读,我也希望它能帮助人们从另一个角度看待事物。永远让大脑保持活力。不要让那些冗长的背景,数不清的突发事件或其他什么使你不能集中的东西给你造成压力。永远要设法在变化中保持你原有的人物个性。没有什么可以称为最好,它只是在事情变得极端时出现的问题。<br>创造一个在背景,性格和数据上都十分平衡的角色,你将拥有一个让你在游戏里享受到最大乐趣的全能强者。不管在什么情况下,你都可以和酒吧女侍聊天,悼念过世的亲人或者用脚踢箭靶来发泄。<br><br><b>后记</b><br>我一口气写完了这篇文章。扮演这部分,是我在写其他部分时渐渐出现在我脑海里的。这就进一步示范了如何把灵感和热情结合到一起产生一个真实有机的成果。<br>By Galahad Knight<br>翻译:Ethelind,Lean.校对:P2. 供稿人(就是发掘到了这篇文章的人):Angelcat. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->已经不能组织者长杀戮<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><br><br>校对一下罢 <!--QuoteBegin--Manfred+2004-10-17,01:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Manfred @ 2004-10-17,01:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->已经不能组织者长杀戮<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><br><br>校对一下罢 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--><br> <!--emo&:blink:--><img src='http://www.cndkc.org/bbs_en/html/emoticons/blink.gif' border='0' style='vertical-align:middle' alt='blink.gif'><!--endemo--> 阁下在看这篇文章的时候我还在写(当时还没编辑完)……不好意思了。<br>以下是给那些鸟文强人们的原稿:<br>ARTICLE: GUIDE TO HOLISTIC HEROES<br><br><br>I have decided try and write up my own particular method for character generation. This project has proved harder than I thought because I never really thought of it as a method. Well…here goes.<br><br><br><br>I’ll start by defining the key elements of a good character. All these elements must be present and respected if you want to make a character that’ll get the most out of the game. The vital elements are as follows: Concept, Story, Character, Mechanics, and Execution. These are all vitally important to building a good character. What good is the greatest background ever written if your mechanics are all but ignored and your character can’t actually do what you want him to be able to do? What good are masterful mechanics if your character is nothing but a fighting machine with all the personality and back-story of a plank of wood?<br><br><br><br>The part that makes this a guide rather than an exact method is because there’s no precise way to go through the stages. I usually end up going a different route for every character I make. But no matter how it goes, Concept in one form or another has to come first because without concept you have no roadmap, no plan. And in the end, Execution always comes last, because it represents your actual role-playing. The stuff in the middle – Story, Character and Mechanics – can all come in at any point and often change as one influences the other. <br><br><br><br>In all stages, communication with the DM at least, if not other players, is important. Find out what kind of character is needed, what the DM is looking for when it comes to back-story or power level. You want to create a character that fits both into the party and into the DM's vision of the game. That's not to say you must collaborate highly with everyone involved, but you shouldn't go in blind.<br><br><br><br>Now that we have that worked out, let’s start at the beginning.<br><br><br><br>CONCEPT<br><br>This is the beginning, the key that unlocks the door, the blueprints to creating a character. Without a clear concept, you may as well just roll all your character traits randomly off of charts…in some games you can do that (and it can be interesting) but I’ve always found it unfulfilling. Fortunately, D&D has no such tables, so you get to decide what you want and how you want to do it. <br><br><br><br>Concept Can Come From Anywhere<br><br>Your concept is your core idea. It is what you want to build a character around. That core idea can come from anywhere and anything. It can be mechanical, it can be story, or can even be character-based. “I want to build an adventuring lumberjack” is just as worthwhile as “I want to build an awesome two-weapon thrower” or “I want to build a grizzled, no-nonsense outdoorsman.” And there’s nothing wrong with combining them. If one idea is good, two of three can be even better.<br><br><br><br>When I was starting out, I actually felt guilty for wanting to create a character around a mechanical concept. There are people who will try to tell you that if you don’t start with a story then you’re not doing it right. Don’t worry about them. There is no right or wrong concept. It is only when you let other aspects of your character slide that you start going astray.<br><br><br><br>Any or all of the above-quoted ideas can make for a fun character. For my example character I’ll endeavor to exploit all three at once. Our character will be a grizzled outdoorsman…a lumberjack turned hero who uses two axes equally well up close and at a range. Fortunately, these three ideas mesh well with one another.<br><br><br><br>Let it Blossom<br><br>Once you have your seedling idea, you can start working to expand it a bit before you get down to brass tacks. Think about the three central character aspects (Story, Character, Mechanics) and get some germinal ideas for each one. Think up a brief summary of what your character is and what he does.<br><br><br><br>Our character was born on the frontier in a lumber camp. Timbering is in his blood but something tragic took him away from his old life. He’s grizzled and tough like old rawhide. The harsh life and his personal tragedy have toughened him. He fights with the weapons of his trade, hatchets. This will require both ranged and melee feats.<br><br><br><br>Don’t be Afraid of Change!<br><br>Sometimes parts of your character will be influenced by things as you build it. This means sometimes you have to change parts of your character to keep up. Concept is no exception. If the mechanics can’t back up your concept, or you can’t think of a good story, or any decent character traits, then you’re going to have to try something else. Sometimes the answer is readily apparent, other times it may not be. Don’t be afraid to start over if you must. But keep your notes; you never know something may come to you later.<br><br><br><br><br><br>THE MIDDLE BITS<br><br>This is where things can get a little chaotic. There’s no set order in how to proceed. Things can bubble up from anywhere at any time. And as these things come up they can change other things. If you can’t find mechanics to back your story, you might have to change your story to match what you can find. If your story includes something that might impact the character in ways you hadn’t originally envisioned, you should change the characteristics. Don’t be afraid of change, it happens all the time.<br><br><br><br>Since it’s hard to simulate this organic stage in textural format while still keeping the reader sane, I’ll just stick with the arbitrary order I came up with from the beginning.<br><br><br><br>STORY<br><br>Story is just as important to your character as any aspect. Story influences all other aspects, just as other aspects can come back and influence your story. But the most important role that story has comes in the influence it has over the final stage, Execution. Your background helps to drive the character in play. Not only does it color his views and influence his decisions, it also provides a good DM with plot hooks for later use. A good DM should always to try work with the backgrounds of all his players. A player who skimps on background cheats himself and the other players down the road.<br><br><br><br>Be Considerate and Helpful<br><br>Because the DM can and should take from your background, you should be considerate and helpful when you write it. A grandiose, epic background is nice, but you have to remember that there are other players. A DM can’t do their backgrounds proper justice if yours becomes the focus. Likewise, if your background is too muddied and complex, the DM might not want to delve into it. To this end you should be careful to make your character important, but not the center of the show. And be sure to be helpful! A good DM can come up with plot hooks from anything, but it never hurts to give him some pre-built hooks. Make sure you have enough juicy bits to entice the DM to grab them up and use them for the game, but don’t write the whole campaign out for him in your background.<br><br><br><br>Be Thorough, But Brief<br><br>A good background should cover all your bases. It should explain your character. Why is he the way he is? Why does he have these mechanical aspects? Why does he look, feel or act the way he does? These are all important questions and they should all be explained. <br><br><br><br>But be careful. There are some among us, myself included, who are prone to turn a simple background into a story in and of itself. And while this is not necessarily a bad thing, you do have to realize that you’re not the only reader. Your DM has to read it too, and if he doesn’t feel like reading a novella about your character, he’s not going to react well when you give him one. You can have a great background full of meaty hooks, but if your DM doesn’t feel like reading it all, that work has gone to waste. This is why communication, at least with the DM is important when developing your character.<br><br><br><br>Your character is a product and your DM is the consumer. It’s your job to package that character in such a way as to be appealing to him. Know your audience. If your DM likes long backgrounds, do your best to write one. If he prefers brief ones, then abridge your epic. But you should always take time to write down something. Don’t think that the two pages of numbers attacked to your clipboard are your whole character. You need fluff and crunch.<br><br><br><br>Our character needs a background that covers his bases, but to keep from boring our audience, it needs to be brief…<br><br>Our hero was born in a small logging village at the foot of a great, forested mountain. He grew up the rough and tumble life of a lumberjack lad. He played in the woods and streams; he wrestled with his friends and learned the ways of the woodsman. <br><br><br><br>As a young man he took his place in the lumber camp and became one of the best tree-cutters for a hundred leagues in any direction. But he played as hard as he worked. Our hero made top showing every year during the lumberjack games that his community held. His best area of all was in throwing the axe and he became well known for his ability to hurl two axes at the same time and still hit the mark. <br><br><br><br>One day when he was out clearing the woods, a band of murderous orcs raided and sacked his village. He and the other men saw the smoke and rushed back as fast as they could but they were too late to prevent the bulk of the slaughter. <br><br><br><br>When the ravening beasts had been driven off, our hero finds that his family was among the ranks of the dead, except for his younger sister who is missing. They searched for days but fund no trace of her. Crushed by the loss, he sees no reason to remain in the village and instead takes to the road to pursue new opportunities and, perhaps, revenge.<br><br><br><br>Not bad. Short, punchy. It’s got hooks: what happened to the sister? What happened to the surviving orcs that were driven off? It’s got explanations for his gruff personality and his fighting style. It’s pretty good. It’ll probably get tweaked a bit though.<br><br><br><br>CHARACTER <br><br>Character is what I call the various traits like appearance, personality, various personal choices and drive that can’t really be defined in the rules and yet aren’t wholly the realm of the story. Much like Story, Character influences the decisions and choices that your character will make. Without this element, you’ve got a mindless automaton that kills or is killed at the whim of the dice. <br><br><br><br>Character is what your character does, likes, feels, wears, looks like, etc. and WHY. Some of the why is explained by story, but there are things that a person just feels. Not because of experience but because of who they are.<br><br><br><br>It Comes From Wherever it Comes<br><br>While it is true in the organic sense that character is often the result of background, it doesn’t always have to be that way when you’re creating a character from scratch. You can start with the character traits you want then design a story to fit them. Or, you can start with the story and let that guide your character traits. And sometimes the character traits that develop by either method can in turn come back to influence the story. You may have intended for something to be a certain way, but then you realize that the person you created just wouldn’t do that, so you change it. <br><br><br><br>The important thing is that it’s there and that it fits in neatly with the other aspects of your character. <br><br><br><br>Character is Personality<br><br>How does your character act and feel? What alignment is he? Why is he that alignment? Does he have a deity? Why does he worship it? These are important things to know. Anyone can pick a deity and write it down, or pick an alignment because they think it’s less restrictive, but why does your character have these traits?<br><br><br><br>Character is Description<br><br>Description has little or no mechanical impact outside of what your stats are and what kind of armor and weapons you’re using, but it’s still important to your character. Looks can help define the character, and they can also be deceiving. There is no stat for appearance, and that’s a good thing. Just because you have high charisma doesn’t make you good looking and vice versa. Beautiful people can be mean and selfish, and ugly people can still have powerful personalities. <br><br><br><br>What about your character contributes to his overall appearance? Does he have a scar? What color is his hair? Does she have a sweet, girlish smile? What kind of clothes do they wear? Is she the type who looks like trash but cleans up nice? Does he dress flashy?<br><br><br><br>Character is Details<br><br>What kind of adventuring gear does your character have? Why does he have it? What does that say about him? Is there something you think he should have? Give it to him. Character is the sum total of multitudes of tiny details that add up to make a human being. We can’t cover them all but we can do our best. For example, there's no mechanical advantage to a whetstone, just the loss of a CP and a pound of extra encumbrance...but any warrior worth his salt will have one to keep his weapons sharp and free of nicks. There may be no rule for keeping weapons sharp, but your *character* is a person, not a set of mechanics. He's going to want to keep his weapons sharp.<br><br><br><br>Our hero started off with some Character traits that were decided upon from the beginning, but the story has made an impact on them too.<br><br><br><br>Our hero led a rough and tumble life, which is why he’s got such a gruff, no-nonsense attitude. He needs a name that reflects that. Something short and tough. Griff works fine. It’s gritty, it’s gruff, it’s grizzly…in fact, it’s grrrrreat. <br><br><br><br>But there’s another side of him. The trauma of losing his family has given him a hard, bitter edge when it comes to those who prey on the innocent, as well as a soft, sentimental spot for those who are helpless. An interesting paradox that can be great in play. <br><br><br><br>The battle also left its physical mark on the young man. An orc blade slashed him cruelly and left a scar that runs down form the left side of his forehead, barely missing the eye and down the cheek. <br><br><br><br>He comes from wild lands and chafes under the yoke of laws. On top of that, he’s too bitter and jaded to be wholly devoted to the path of righteousness. Sometimes you have to do whatever it takes to survive. To reflect his wild and self-concerned side, we’re going to make him Chaotic Neutral, but he tends to lean more towards good than evil. His intentions are usually good, but his methods leave much to be desired.<br><br><br><br>He always likes to be prepared though, so he has a lot of camping and survival gear. He likes to keep his axes sharp and his leather armor well maintained.<br><br><br><br>MECHANICS<br><br>As far as actually playing the game, mechanics are probably about the most important aspect of the character. But you all know as well as I do that it’s more than just a game, it’s a role-playing experience. So in the big picture, Mechanics become an important aspect of your character, but no more or less than any other. This doesn’t mean you should downplay the mechanical aspects of your character, however. Just as you would take pains to carefully craft your background story or character description, equal attention should be paid to your mechanical aspects.<br><br><br><br>This is the stage where you select a class (and race if you haven’t already) that best fits your character, then fine-tune it with feats and skills. This is also where you generate and arrange your attributes. If your character is strong then put Strength as your top priority. IF he’s dumb then put Intelligence on the bottom of the list. Sometimes though the numbers just aren’t with you. Either your stats are too low or too high or too uniform. When that happens you need to either adjust your story or ask your DM if you can reroll.<br><br><br><br>Mechanics Aren’t Just Being Effective<br><br>Some people go overboard with the mechanics as they try to create the most effective character, regardless of anything else.<br><br><br><br>While it is certainly no crime to have a character that is good at what he does (and in fact, the game is often a lot more fun if you have a character who is good at something, rather than just generally inept), you need to balance mechanics and story. If a feat or class helps your character be more effective, but makes no sense for him to have then you need to think twice about it. Why would your character make this choice? If you can’t think of why your lawful-minded monk would change his life outlook and suddenly revert to barbarism then you probably shouldn’t do it. Sure, the barbarian level would benefit your fighting ability, but if it doesn’t make sense then you shouldn’t take it. <br><br><br><br>And likewise, if you can find a good way to justify the mechanical addition then perhaps an alteration to your character's other traits is in order. Perhaps said monk lost his path and was driven to the brink of madness?<br><br><br><br>But if a choice makes sense from an in-character point of view, and also helps your character be more effective then more power to you. <br><br><br><br>Mechanics Are an in-Game Reflection<br><br>So if focusing on mechanics doesn’t necessarily mean trying to make the most effective character, what are they? Well, Mechanics are an in-game reflection of your character. It’s all fine to say that your character is, say, the greatest archer in the land, but without the Mechanics to back it up, it’s all so much hot air. Mechanics should reflect your character’s Story and Character elements, just as those elements may be changed by the addition of Mechanics. If you say your character can do something then he has to have the Mechanics backing him up. Likewise, if your character has a certain mechanical aspect (A feat, a class, what have you) then his Story and probably Character elements should reflect that.<br><br><br><br>Without good mechanics your character cannot do what you want it to do. But without good Story and Character, your character is nothing but a video game avatar randomly slaughtering whatever it happens across, with no more depth than the paper it’s written on.<br><br><br><br>For simplicity I’m going with the default array for stats. 15, 14, 13, 12, 10, 8. Since he’ll be fighting in both melee and at a range those two stats should be high. We’ll make Strength the 15 to show his strength gained from working the rough and tumble life of a lumberjack, and Dex can be the 14. Most lumberjacks were actually strong but wiry types, able to scurry up trees like squirrels and dodge falling limbs, so this fits nicely. Con is next up since he led such a tough life he needs to be hardy. The next choice is hard to make. A good Wisdom score is important to a hunter as it reflects his sharp senses and awareness of his environment, but intelligence is important too. But his free-wheeling lifestyle and thirst for revenge reflect self control issues, so perhaps his wisdom can be a bit sub-par. We’ll make him a cunning hunter if not a particularly wary one: Intelligence will be 12, Wisdom will be 10. Finally that leaves us with a Charisma of 8, but that’s just fine. He is, after all, a gruff and unforgiving sort. That means he probably doesn’t get along well with others.<br><br><br><br>Griff is going to be a human. He seems too gritty and tough to be an elf or halfling or gnome, but he lives in the forest and above ground, so that means he’s probably not a dwarf. And despite his town’s proximity to hostile orc territory, it doesn’t make much sense for him to be a half-orc. That leaves human. As an added advantage, however, human gives him a bonus feat and skill point, which will help in fleshing him out more.<br><br><br><br>For class, I think Ranger fits him best. Barbarian has a savage, wilderness flavor too, but he’s not that uncontrolled…at least not right now. Perhaps in the future he’ll get in touch with his wild side, but for now he’s too cunning to be governed by blind rage. He’s a skilled woodsman and probably hunted quite a bit. To me that suggests the path of the Ranger. The Ranger’s two-weapon fighting ability certainly doesn’t hurt things either. The image of a dark and gritty hunter stalking his humanoid prey out of revenge is a haunting and powerful one, to be sure.<br><br><br><br>Since fighting with both axes in melee will be covered by second level, we should focus our two feats on the ranged side. After all, up until the village was attacked he was more of an athlete than a warrior, and his chosen sport was axe throwing. Since we said he can throw two axes at once we need a feat that can simulate that without two-weapon fighting. The natural choice seems to be rapid shot. If you have an axe in each hand and you have rapid shot then there’s no reason why you can’t throw them both. To get rapid shot, we need Point Blank Shot, which is fine since it further benefits our throwing ability, and makes sense since most axe throwing competitions would be at relatively close range.<br><br><br><br>The ranger also offers skills that are good for him. Profession, of course, can reflect his lumberjack skills. Climb, Swim and Jump all reflect an athletic background. Survival shows he’s able to live off the land and track his prey. Hide and Move Silently are invaluable skills to a hunter. It’s all falling into place, and since we made him reasonably intelligent, he can take a few skills at decent levels.<br><br><br><br>Later on the Ranger receives an animal companion. We’re not sure right now how long he’ll stay a ranger, but the image of him hunting his foes with his faithful hound baying at his side is a good one. So we’ll get him a large dog (It says in the monster manual that the stats for the Riding Dog also reflect those of other large-breed working-class dogs, so we’ll buy him one of those) and write it into his background. We’ll say it’s his faithful pet since his teenage years. Later on the dog can become his companion if that’s how it ends up. We can also tweak his Character elements a little. Perhaps the dog is about the only being he respects or cares for who isn’t a helpless bystander? You can easily extend his outrage at cruelty to those unable to fight for themselves to include cruelty to animals. I can already picture him growling out the phrase, “I can’t abide a grown man who beats his wife or kicks his dog,” as he faces down an abusive lout.<br><br><br><br>It looks like this character is just about sorted out.<br><br><br><br>EXECUTION<br><br>Finally, after a bit of spit and polish and filling in the blank spots on the sheet we come to the end of character creation and the beginning of play. It’s possible that I shouldn’t bother covering this part since it’s about building characters and we’ve already built ourselves one, but I think having a good character is more than just having a well-built one. Anyone can take a good character into a game, but you have to be able to play it for any of that work to matter, so here we go.<br><br><br><br>Execution is how you actually play with the character you just now built. This involves all three of the core aspects of a good character; Story, Character and Mechanics. <br><br><br><br>Your Story sets the stage for the beginning of your adventure, and if you do it right, it provides inspiration for future adventures. Don’t forget where you came from, but keep one eye on what is ahead. Let his background color his choices by reflecting the experiences gained from it in our actions. If he was swindled by halfings in the past, he may be less inclined to trust them now, even if he’s not the suspicious sort.<br><br><br><br>Your Character aspects provide the flavor for your character and guide his choices. Never do something if you don’t think your character would do it, and always do something if you think he would. If you’re playing a warrior then crack out the oil and whetstone and start honing your weapons during downtime, your warrior wouldn’t be caught dead with a dull weapon. If he’s a chatty sort start telling stories when the chance pops up. If you’re playing a brave character then don’t back down from danger.<br><br><br><br>Finally, Mechanics are how you do almost everything in the game. If your character isn’t able to do what you want it to do then you need to pay more attention to your mechanics. Always try to fit the mechanics in with the other aspects of your character and vice versa. If you have a high diplomacy skill then be diplomatic. If you’re a good fighter then make choices to enhance your fighting ability.<br><br><br><br>Embrace Change<br><br>The best thing about actually playing a character as opposed to writing one is that you have no idea what will happen from one day to the next. As such, your character is going to react in ways you hadn’t originally planned. Maybe he reconciles his issues from his past over the course of play? Perhaps he is inspired to take a different path than the one he started on.<br><br><br><br>Planning your character’s future development is never a bad thing, so long as you realize you can’t always stick to your plan. Maybe you wanted to give him a level of Fighter at third level, but he’s developing a spiritual side now and Cleric might be a better choice. Deal with it, accept it, take it on. <br><br><br><br>If you end up with the exact same person that you started out with, then you may be missing out.<br><br><br><br>Time should do more than add levels and power onto a character, it should leave a mark on how he is played, and that mark will show in his Character and Mechanics, and maybe even his Story as perhaps he discovers things about himself or his past that he never knew and takes paths other than the one he had originally intended.<br><br><br><br>Have Fun<br><br>This is the most important part of execution. The game is all about fun. If you’re not having fun then you shouldn’t be playing. If things aren’t going how you like then that’s a problem for you to discuss with your DM, but remember the lesson above about change. Sometimes you just have to accept that things don’t always turn out as you planned. But that’s not always a bad thing. Just because you didn’t end up how you once wanted doesn’t mean you can’t enjoy were you are now.<br><br><br><br>Be Considerate<br><br>Don’t forget that it’s not all about you. If your character is hogging the spotlight then you need to make room for the others, because if they’re not having fun then there’s a problem. If they want to get on with it while you’re still playing out your conversation with the innkeeper then don’t be afraid to cut yourself a little short. If your character is taking all the kills then maybe he should pull back a little and rest while the others take point. I know it’s tempting to put the focus on your character and be utterly unbending in what he would and wouldn’t do, but sometimes you just have to make sacrifices for the sake of the team. Just don’t let that take away too much of your own fun.<br><br><br><br><br><br>CONCLUSION<br><br>Anyhow, I hope all this was worth the read, and I hope it helps people take a new look at the way they do things. Always try to keep the big picture in mind. Don’t load yourself up with massive backgrounds or tons of quirks or massive stats if you’re not focusing on anything else. Always try to keep all aspects of your character in view and change what needs to be changed to make it all fit together. No one aspect is better than the other; it’s only when things are taken to extremes that problems arise.<br><br><br><br>By creating a character that is balanced in Story, Character and Mechanics you can have a versatile champion that allows you to get the most enjoyment out of the game. You can chat up the barmaid, lament your lost family and still kick some butt, whatever the situation demands you can deliver.<br><br><br><br><br><br>EDITORIAL NOTE<br><br>I wrote this article in one go and it grew, changed and evolved as I wrote it. One whole section, Execution, was added almost as an afterthought and ideas that popped up in one section were taken back and put into others. It just further demonstrates how one can go with the flow of ideas and embrace change as it happens to create a real, organic piece of work.<br><br><br><br><br><br><br><br>By Galahad Knight<br><br> 漂亮!真是不错的文章,清晰地说明了该如何创造一个人物,如果大家都能这么做的话,相信扮演上会出色不少。<br><br> 但现在觉得,对大部分人而言,想提高自己的RP水平,阅历是最大的限制,比如说这个伐木工,不是每个人都有跟工人接触的经验,这样在扮演他的时候,也许就无法将这种粗鲁却狡猾的感觉扮演出来,但这却也不是几篇文章就能解决的了……<br><br> 向夜刃的辛勤工作致意 <!--emo&:lol:--><img src='http://www.cndkc.org/bbs_en/html/emoticons/laugh.gif' border='0' style='vertical-align:middle' alt='laugh.gif'><!--endemo--> 顶!<br>真的,这篇文章可以给只知道war game的朋友们和规则强人们上一课。很喜欢! 不错,不过我想不光是创建英雄吧,其实也应该算做人物的一般步骤吧<br><br>GOOD WORK LEAN! 赞!好文! 即使是RP达人 也可以学到很多东西! <!--emo&^_^--><img src='http://www.cndkc.org/bbs_en/html/emoticons/happy.gif' border='0' style='vertical-align:middle' alt='happy.gif'><!--endemo--> <!--emo&:wub:--><img src='http://www.cndkc.org/bbs_en/html/emoticons/wub.gif' border='0' style='vertical-align:middle' alt='wub.gif'><!--endemo--> 嗯……这实际上是给我用的“如何快速设计人物”呀!<br>我设计人物的速度,实在是太慢了……以前两三天一张卡,现在一周一个都算快的。 赞美啊!真实好文章,翻译的人辛苦了。<br>本想装大,看看e文版,随后发现自己水平不够…… 看题目我以为是恶搞WOTC的完全系列……<br> <!--QuoteBegin--夜刃+2004-10-16,23:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (夜刃 @ 2004-10-16,23:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 体谅他人!<br>不要忘记这个游戏不是只为你一个人设计的。如果你的角色想成为众人瞩目的焦点,你就需要为其他人留出空间。因为假如他们没有从这个游戏中得到乐趣,这也是一个大问题。要是在你想要结束和酒保的交谈时他们还想继续问下去,不要介意让自己消失一会儿。如果你的角色刚接下了一次猛烈的攻击,当同伴们瞄准射击时或许他应该退到队伍后方休息一下。我知道让所有人的目光都集中在你的角色身上是件很有诱惑力的事情,但有时你不得不为了整个队伍而做出牺牲。但不要让它过多影响你的游戏乐趣。 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--><br> 觉得这一部分很重要....很多卡的背景写的十分华丽.....什么背负着血仇.....然事实上我觉得这个想要嵌入战役中是很困难的...我不是说专心RP不好,不过我觉得有时背景.....会影响人物的合理性....比如被XX族攻击村落,然后看到这个种族就狂暴,不管是不是BBN.....奇怪的是,现实中如果你有仇人,莫非就会仇视所有人类?恩....高级团我不说,RP团也不包括....但是一般的战役,背景还是普通些好吧....就像DLCS说的,来自平凡的英雄..... <!--emo&:)--><img src='http://www.cndkc.org/bbs_en/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> 要我是dm就强迫他选择巡林客职业并且选择正确宿敌……页:
[1]

