美服《龙与地下城》全新怪物设计理念解析 带你走进新的怪物世界

2014-03-18 2101

在过去的几周,我们研究了D&DNext的职业。本周,我们再来看看游戏中的怪物。
在设计《龙与地下城》的过程中,设计者们面临很紧张的情势。一方面,作为角色扮演游戏,D&D就是实现创造力、讲故事。在玩家和DM们倾注自己的感情之前,游戏从来都是远离生活的。
另一方面,我们作为作家和设计师想出的故事都是有目的的。我们希望它们是鼓舞人心的,或者被DM证明是有用的。此外,鉴于玩D&D的人数,广泛的活动和游戏风格需要一致的故事和背景。
解决这两个问题并不难,但这并不是我们最近在做的事。它随我们的进步而改变。我们想为怪物添加鼓舞人心而又有趣的故事。但与此同时,我们也不想强迫玩家使用无用的细节。

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在开发怪物的过程中,我们添加了更多的具体故事的细节描述。例如,从第四版的怪物拱顶和第二版的怪兽纲要,我们为每个怪物的个性、生态、目标以及在世界上的地位提供了更多的信息。更重要的是,我们在不同的怪物之间建立了联系。例如,我们扩大了女巫,让他们成为巨大网络,记录为他们服务的其他生物或盟友。他们创造能动的稻草人,对背叛他们的人使用诅咒,将其变成石像,对付真正强大的敌人,他们就会雇佣佣兵。
这种方法让生物更有凝聚力,也给了他们更明确的角色定位。对于一些生物来说,这需要采取过往对它们的定义,编译成一个有凝聚力的条目。对于其他生物,这个过程则需要更多的创造性。
我们为怪物添加新细节主要有两个目的。首先,他们可以就如何使用这些生物为DMs提供故事引子和想法,因为有些东西在过去就已经遗失。他们还能提供角色扮演的引子,就怪物在内部世界和外部战斗中会如何行动为DMs提供想法。
同时,由于新故事材料是补充而不是取代现有的特殊能力和力学,这两者相互独立。  
最终,D&D下怪物设计的目标是在鼓舞人心的故事和足够的发明创造空间之间建立平衡,游戏应该留有足够的空间,为我们的故事,为你的故事。游戏工作室项目,欧服,美服,台服,韩服,日服,国服,东南亚服等所有游戏收货商家信息请关注专业玩家网。

 

 

原文

Over the last few weeks we've looked at character classes in D&D Next. This week, I want to take another look at monsters in the game and give you an update on how we're presenting them.
There's a natural tension in writing for Dungeons & Dragons that designers grapple with all the time. On the one hand, as a roleplaying game, D&D is all about enabling creativity and storytelling. The game doesn't come to life until players and DMs add their own personal touches to it.
On the other hand, the stories that we as writers and designers come up with do have a purpose. We want them to be inspirational, or to prove useful to a DM in a crunch, or to just be interesting to read. Furthermore, given the number of people playing D&D, a wide range of campaigns and play styles need a consistent story and background to draw on.
Resolving these two issues isn't hard, but it's not something we've done much of in the recent past. That's changing as we move forward. We want to add inspiring, interesting stories to our monsters. But at the same time, we want to make it so that you aren't forced to use the details we create unless they make sense for your game.
In working on monsters, we're adding a lot more specific story details to their descriptions than we have in the past. Taking a cue from the 4th Edition Monster Vault and the 2nd Edition Monstrous Compendium, we're providing more information on each monster's personality, ecology, goals, and place in the world. More importantly, we're drawing links between different monsters. For instance, we expanded on hags to make them monstrous fey with a whole network of other creatures that serve or ally with them. They create animated scarecrows, use a horrid curse to turn those who betray them into redcaps, and hire mercenary yugoloths when dealing with truly formidable enemies.
This approach makes creatures more cohesive and grounds them in a distinct identity. For some creatures, this involves taking different things that have been said about them in the past and compiling them into one cohesive entry. For other creatures, this process required more invention.
 The new details we've added to monsters serve two purposes. First, they provide story hooks and ideas for how DMs can use the creature—things that have sometimes been missing from creature descriptions in the past. They also provide roleplaying hooks for portraying the creature in the game, giving DMs a sense of how a monster might act within the world and outside of battle.
At the same time, since the new story material complements rather than replaces existing special abilities and mechanics, the two aren't dependent on each other. You can easily create your own story for jackalweres in your campaign without the need to redesign their game stats.
In the end, our goal for monster design in D&D Next has been to provide a comfortable balance between inspiring DMs with interesting stories, and leaving room for wholesale invention and creation. The game should always have plenty of room for our stories and for yours.

 

 

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