建立劇構

建立一個劇構

建立一個劇構最簡單的方法就是不去建立,我們曾建議過如果你在你的一個劇折中有很多的故事問題,可以保留一些到下一個劇折。然後在你的下一個劇折中除了未解答的之外再加入一些新的問題。如此一再重複,你不用作額外的工作就會有三或四個劇折的材料。此外,這讓你自然地具體改變角色的形象,而不是制定一堆會被打斷的計劃。

儘管如此,我們知道有些遊戲主持人希望在長期運作時有個良好合理的結構。我們建議用前一個章節提到的建構劇折的同樣方法去構建劇構,但改變你想出來故事問題的尺度。改為專注於給玩家角色眼前要解決的問題,提出一些更普遍的問題,讓在這裡的玩家角色都將為了解決大問題而不得不先解決較小的問題。

尋找劇構級問題的最佳處是你在創造遊戲時所想出的當下與即將發生問題的地點或組織。如果你還沒有想出一個特定的地點或組織,現在可能是做這件事的好時機,這樣你就有了劇構的材料。

Amanda decides she wants to do one major arc for each PC.

For Zird, his Rivals in the Collegia Arcana makes it pretty easy—she decides that perhaps there’s something more sinister behind these rivalries, such as an attempt by a dark cult operating from within to take over the Collegia and turn it to nefarious purposes.

She needs to focus on story questions that are more general and will take some time to resolve. After thinking about it for a while, she chooses:

• Can Zird uncover the identity of the cult’s leader before the takeover occurs? (This lets her do individual scenarios about the attempted takeover.)

• Will Zird’s rivals ally with the cult? (This lets her do individual scenarios about each of Zird’s key rivals.)

• Can Zird reconcile, at long last, with his rivals?

• Will the cult succeed and transform the Collegia forever? (Answering this question ends the arc.)

然後再通過一樣的流程挑選負責對抗的非玩家角色,同時要注意他們在劇構中的影響應該比在單一劇折中更深遠。