星星之火: 冒险开始的地方&冒险者汇集的场景
STORY SPARKS PART I: NEW WAYS TO BEGIN AN ADVENTURE & BRING THE PCs TOGETHER
作者: Ian Winterbottom
译者: angelcat
是否已经厌倦了在酒馆里碰上突发事件了?或者在旅店里被雇佣去进行另一次的冒险?你的故事是否已经变得老套了呢?我们有许多可用的情节来引导PC,但谁知道 PC会不会直接忽略NPC的存在,或者误杀了关键人物呢?就想一个经典的故事所说:科学家把猴子放到笼子里,并设计了三种逃脱方式,观察它会选择哪一种,但该死的猴子居然找出了第四种方法!
即使这样,你还是有办法控制的。引导他们朝你所设计的方向思考。思考一些小点子,把它们串起来就能购造出庞大的剧情,正所谓星星之火可以燎原,你要做的就是在你的故事中点亮这样一簇簇火花,使其抓住玩家的心,并将其燃成熊熊大火。
你希望你的团能像小说中的那样,每个人都是从不同的地方开始,并且能够让读者(家)通过开场白就被吸引住。你希望你的情节能如同电影一般跌荡起伏,对吧?
那么,你的故事开始时可以充满了神秘色彩,有着大量的阴谋暗藏其中(尽可能的多设计些),还有一些毫无道理的事情发生,让玩家除了需要面对是否接受"任务"的两难境地外,还要做出其他的决定。
你可以插入更多的与人物背景相关联的内容,这样你就可以利用玩家人物的背景设计出符合人物的小任务。可以帮助玩家更好的去扮演,也提供了一种深度挖掘人物的方法,而人物的态度又会影响事情的发展。要给玩家一些可发挥的扮演机会。情节上各种元素和场景的设计,然后把这些元素和场景具体化,比如其产生的原因,其发展的方向等等。
下面提供了一些故事的引子,它们可以发展出许多的支线情节,让你游戏中的人物鲜活起来,enjoy!
1、贼惦记
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在市场上或街巷中,PC成了一名盗贼的目标。随后盗贼顺了东西立刻夺路而逃。如果这样东西非常贵重,玩家就不得不选择于城市中的盗贼行会接触,以能取回物品,当然还要付出些代价。
这个情节可以让玩家们接触到行会中的老大,他的或许就像历史上著名的Jonathan Wild(参见附注1),而那个虚构出来的小偷没准就是伦敦分会的秘密头领。
当然,PC很可能当场就抓住这个小偷,于是就要面临这样的问题:拿他怎么办?简单的处理办法就是让这个小偷仅仅是一个普通的扒手,但如果他是个年轻的孩子呢?有着娴熟的技巧?是一个小女孩?一名街巷中的孩童只能以这样的手段谋生。
也许玩家并不是目标。也许是一名商人、一个狂妄的亡命徒或是一位领主大人(反正就是那些不受人欢迎的角色)被打劫了,于是,被抓的小偷或许被杀,或失去一只手,这时候玩家是否会置之不理呢?
玩家也许会被迫或被劝说去拯救这个小偷,甚至不得不从盗贼行会或“Jonathan Wild”手里赎回这个孩子。而NPC则会证明他的价值是多么的大,就像许多电影或小说里那样,(联想蝙蝠侠和印第安那琼斯……)孩子往往能到达许多成年人望尘莫及的地方。
2、解救奴隶
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队伍发现广场上一个奴隶正在被狠狠地抽打着。不论如何,玩家必须要决定是否上前干涉,也许这会给他们带来不少麻烦,因为奴隶主或女主人会有“背景”。如果这个奴隶能加入团队,他会是非常有用的帮手,可以胜任盗贼的工作;他可以也有自己的秘密联系网;同样也可以有一个有趣的/有价值的故事/背景。这个奴隶甚至可以就是(变成)一个玩家!
如果你选择了这样的情节,请继续思考:
*这个奴隶的真实身份是?
*他多大了?
*他的种族与年龄?
*这个NPC是怎么沦为奴隶的?囚犯还是绑架?
3、保护动物
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这个点子和上面的解救奴隶很类似,只不过换为了动物遭受虐待。
首先,那主人是什么角色?一个卑鄙无耻的商人?还是车夫或是搬运工?或者他们看起来像是个名望很高的贵族?或是马戏团的团长?这只动物或许有一定的智商,甚至有可能是怪物或类人生物(设想一只熊被诱捕之后被变成了食人魔的样子...)
至少有一个或几个玩家会要介入此事。比如:一个半人马或来自奔马部落的成员一定会因为一匹马正在遭受虐待而愤怒不已。一名圣骑士或善良的牧师会因为虐待行为而立刻介入此事。此外,一名PC追随的神的神徽图案可能就是某种野兽的形态。例如Epona(参见附注2),她是凯尔特的骏马女神。而巡林客、德鲁依、荒原战士和热爱自然的PC也会干涉此事。
也许这个动物之后会成为法师的魔宠?一只聪明的野兽会是队伍的好帮手,而它也会成为一个好宠物。
4、街斗
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当队伍在酒馆中(或正要离开酒馆)时遭到了偷袭。在结束战斗后,玩家常会思考如下的问题:
*为什么他们要攻击我们?
*为什么目标会是他们?
*这只是一次试探性的行为么?还是背后另有阴谋?
*这与私人恩怨有关么?如果是,那会是谁呢?
*这是否和当地的什么政治矛盾有关呢?或是家族矛盾?
*他们是否表达出了要推翻当地政权的意图呢?(语言和行为上)
*他们是不是问了很多问题?有人想过他们是谁么?
*或许他们认错人了?
*周围还有和他们穿着打扮类似的人么?如果有,都是些什么人?
如果你能在他们不经意间埋下伏笔,游戏将变得非常有趣,而且玩家自己就会玩出更多的支线情节。
如果玩家只是耸耸肩,认为这只不过是一次随机的遭遇,或者像个机会主义者,那么安排一个权威人士向玩家们提出这些问题。引导他们去思考结论。有些时候你不得不在火烧平原前煽动下星星之火。
5、恶劣的天气
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天气情况非常的恶劣。行程不得不屈从于天气了。可以设计热带风暴、暴风雪、海难和电闪雷鸣。
这种情况下,很有可能因为暴露在旷野而受伤,或者因寒冷而冻死。也许玩家会由于洪水、暴雪、山崩等灾害而陷入到孤立无援的境地。
持续的暴风雨可能会导致供给短缺,甚至出现饿死人的情况。而玩家的人物同样会处于这样的危险之中。例如:在当地村镇避难的人们可能面临不同的危险。狼嚎的声音遍布了山谷,它们随时准备出击,而饥饿难耐的类人生物就成了它们的猎物。想象下它们借助浓雾的掩护潜到食人魔的周围的情形。
恶劣的天气可以很快地把PC融合到一起,并为了某个共同的目标而组成新的冒险队伍。
6、学徒
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队伍中的某个成员刚收了一名学徒,一个年轻人,总尝试接近玩家并希望能能带上他一起走。也许这个NPC会提到他曾经听说过关于某个玩家以前的英雄行径……
这个学徒可以是个很好的副手,成为一个有价值的追随者,扮演好自己的角色,还可以成为命运的赌注,随便什么,只要你喜欢
也许这根本不是这个NPC的本来面貌,他的身世,家庭,背景等等,对队伍或你的故事有什么帮助呢?也许他是从某家跑出来的,他的主人(那些在中世纪社会中权利可以延伸范围很广的人)正在寻找他?他再次逃脱奴役之后会怎样呢?
玩家很快就会发现,这个学徒会引发一连串的情节。他会需要各种形式的保护与帮助。隔上一段时间,他会提供一些非常重要的信息,这些信息会把玩家带入到一次又一次的冒险中去,例如一份藏宝图、一些另人发指的事情在持续发生的信息、一段关于他以前的守护者的邪恶情节。
7、失踪!
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某人被绑架了或仅仅是失踪了。这可以发生在任何人身上:一个重要人物、一个对于玩家而言非常关键的人物,甚至可以是队伍中的一位成员。绑架者可能为了敲诈赎金,或是为了奴役他,也许是为了作为祭品献祭?
*谁消失不见了?
*是否下落不明?
*是谁绑架了他?原因是什么?
也许消失踪迹是为了什么目的,而此人想让这看起来像是绑架?也许此人掌握了一些重要线索?同样,由于队伍面临着找到人质并把他带回来的问题,事情可能会变得更加复杂。
8、救援!
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玩家目击了一次攻击行动,也许会出手相救。之后就会有这样的问题可以应用其中:
*被攻击的人是谁?
*谁发动的攻击?
*为什么?
这个获救的人是否对玩家的出手相救表示感激呢?他会报答他们么?还是仅仅谢过就独自离开了呢?或许他会立刻逃离这里,因为他就不该出现在这里而且不能让任何人知道他曾在这里!也许因为他会因此被惩罚甚至被处死?也许他会引发一些情节,也许是要和他的主人作对……
玩家和这些攻击者结仇了么?或许有一个原因,玩家的干涉行为给当地的抵抗力量(相当于罗宾汉)带来了许多麻烦?
9、神秘事件
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一个NPC四处躲避、向河岸游来、爬上河岸……一切行动都展现在队伍的眼前,他们是唯一知道这个NPC行踪的人,以及他的确切位置。是泄露这个秘密还是诱拐这个NPC或是任何行动都由玩家选择。他是谁?他怎么了?他能为队伍带来什么帮助?天知道!但他也许是一个故事的关键人物,或是一个全新的NPC,亦或是另一个冒险任务的引领者。
*这个NPC是谁?
*他为什么要躲躲藏藏?
*他在躲避什么?
*如果玩家保守了秘密会发生什么?
*如果玩家出卖了这个NPC会怎样呢?玩家要向谁告发?
10、被控有罪
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玩家被指控犯下了罪行。他们可能是清白的,也可能不是,这取决于最近所发生的事情!指控他们的人可以是地方政权、类似警察局的部门,或是当地的地头蛇、错误指认玩家为凶手的当事人,亦或是试图掩盖真相的真正凶手。
或许是搞错了身份——某个玩家看起来长得很像当地的一个臭名昭著海盗/强盗?或许是这个“强盗”是当地的罗宾汉(Robin Hood)或是个自由战士。
11、天灾
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一些可怕的灾难,如火灾、洪水、雪崩和瘟疫都会对当地造成非常大的损失,队伍身处其中的时候会袖手旁观么?
灾难会造成各种各样的破坏,例如建筑物的坍塌,酒馆被大火包围,大量怪物的袭击,或是强大的法术无序地被施展。
当灾难发生之时,玩家可能被唤来帮助众人,疗伤,搜找失踪人员...还可以让玩家们上个任务结束后得到的物品被埋在废墟里。而对于新的冒险队伍和新的战役而言,这种场景可以作为开篇介绍,并让队友间进行磨合。
灾难过后,PC的英勇行为会被广泛传唱,于是很自然得就可以安排新的雇佣情节了。另一方面,灾难可能是由于自然遭到破坏而导致的,也可能是某个人的故意行为。那会是谁呢?又是为什么呢?也许线索就在整个营救的行动中……
附注:
1、关于Jonathan Wild
WILD, JONATHAN (c. 1682-1725), English criminal, was born about 1682 at Wolverhampton, where his father was a wig-maker. After being apprenticed to a local buckle-maker, he went to London to learn his trade, and, getting into debt, was imprisoned for several years. The acquaintance of many criminals which he made in prison he turned to account after his release by setting up as a receiver of stolen goods. Wild shrewdly realized that it was safer, and in most cases more profitable, to dispose of such property by returning it to its legitimate owners than to sell it, with the attendant risks, in the open market, and he thus built up an immense business, posing as a recoverer of stolen goods, the thieves receiving a commission on the price paid for recovery. A special act of parliament was passed by which receivers of stolen property were made accessories to the theft, but Wild's professed " lost property office " had little difficulty in evading the new law, and became so prosperous that two branch offices were opened. From profiting by robberies in which he had no share, Wild naturally came to arrange robberies himself, and he devised and controlled a huge organization, which plundered London and its approaches wholesale. Such thieves as refused to work with him received short shrift. The notorious Jack Sheppard, wearied of Wild's exactions, at last refused to deal with him, whereupon Wild secured his arrest, and himself arrested Sheppard's confederate, " Blueskin." In return for Wild's services in tracking down such thieves as he did not himself control, the authorities for some time tolerated the offences of his numerous agents, each a specialist in a particular kind of robbery, and so themselves strengthened his position. If an arrest were made, Wild had a plentiful supply of false evidence at hand to establish his agents' alibi, and he did not hesitate to obtain the conviction, by similar means, of such thieves as refused to recognize his authority. Such stolen property as could not be returned to the owners with profit was taken abroad in a sloop purchased for this work. At last either the authorities became more strict or Wild less cautious. He was arrested, tried at the Old Bailey, and after being acquitted on a charge of stealing lace, found guilty of taking a reward for restoring it to the owner without informing the police. He was hanged at Tyburn on the 24th of May 1725.
2、关于Epona
Epona, and Other Horse Goddesses
—DM Gould
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In Celtic culture, the Goddess Epona was depicted riding a horse, or sometimes a hornéd goose, through the sky. And, like many Celtic Goddesses, she had a triple aspect, and was sometimes known as “the three Eponae.”
Aspects of Epona can be seen in Gaulish, Romano-British, Rhineland and Danubian cultures. She is often depicted in Roman bas-reliefs either riding or standing beside a horse, and occasionally lying naked on the back of one. She was the only Celtic Goddess known to have been honoured in Rome, where she was called Epona Augusta, or Regina.
Epona is one of many Celtic Goddesses who have horse associations.
In Britain, Epona was known as Brigantia, or Great Mother, and it is believed that the concept of “Mother Goose” originated with this Goddess.
In Irish lore, Macha, wife of Crunnchu, had to race against the fastest horse, and died at the winning post whilst giving birth to twins Émain Macha (Twins of Macha). Medb (Maeve) of Connacht, the Goddess of sovereignty and insatiable sexuality, could also outrun the fastest horse. Étain or Echraide is the horse-riding, Irish Goddess of reincarnation. Cliodna is the Irish Goddess of the Otherworld, where horse riding was a favourite sport. Nightmares, a name that is derived from that of the female horse, were thought by the Celts to be brought by a visiting horse Goddess. Also in Irish folklore, humans must be captured from atop a white horse at midnight at a faerie fort in order to be saved from the faeries.
In Wales, there is the Great Queen, Rhiannon, who rode a white mare faster than any man could catch her even though it seemed to go at a steady pace, which suggests the moon.
In Scandinavian and Celtic cultures, the eating of horseflesh was, and is, taboo, with the exception of certain pagan rituals meant to celebrate or honour the Mare Goddess during which there is a “sprinkling of bowls with horses blood” to honour the Spirit of the Solar Year, Son of the Mare Goddess.
See also Celtic Symbols: The Horse.
An Epona Invocation
Hail, Great Epona! Mother of us all,
Bringer of plenty, Queen of Earth and Skies,
Lover of lovers, Muse of the mating-call,
Goddess of battle should the need arise;
Queen of the Otherworld, where all may rest,
Queen of this land, beloved of us all;
Queen of all creatures, by thy presence blest —
Be with us now, answer to my call!
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Sources:
Farrar, J and Farrar, S. The Witches’ Goddess. Phoenix Publishing: Blaine, WA, 1987.
Graves, R. The White Goddess. Faber & Faber: London, 1952.
Phillips, GR. Brigantia: A Mysteriography. Routledge & Kegan: London, 1977.
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