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关于 dnd 的 n个讨论,编辑修改中

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发表于 2009-6-29 23:47:42 | 显示全部楼层 |阅读模式
--对《什么是dnd》和《角色扮演史》两文的进一步讨论和纠正
目前都是些零七八碎的东西,中文部分主要是个人观点和结论,欢迎论坛里对dnd了解比较深的朋友发表各种意见,然后我再慢慢整理
而本贴里的英文部分全部来自英文wiki,对这些资料有不同意见的朋友请先去改英文wiki,尽量不要再本主题讨论
本帖还没想好名字,有兴趣的朋友帮忙取一个
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1 dnd的创立
The theme of D&D was influenced by mythology, pulp fiction, and contemporary fantasy authors of the 1960s and 1970s. The presence of halflings, elves, dwarves, half-elves, orcs, dragons, and the like, often draw comparisons to the work of J.R.R. Tolkien. Gygax maintained that he was influenced very little by The Lord of the Rings (although the owners of that work’s copyright forced the name changes of hobbit to 'halfling', ent to 'treant', and balrog to 'Type VI demon [balor]'), stating that he included these elements as a marketing move to draw on the popularity of the work.

Chainmail is a medieval miniatures wargame created by Jeff Perren and Gary Gygax. Gygax developed the game with fellow Lake Geneva Tactical Studies Association member Perren, a hobby-shop owner that he had become friendly with, and the set of rules for medieval miniatures combat was published in 1971.[1] The 1971 edition includes a fantasy supplement and is one of the oldest sets of rules for fantasy miniature wargaming,[2] containing spells and monsters that would reappear in Dungeons and Dragons.

Q: 为什么dnd的创始人强调 dnd(创立) 和 指环王没有关系?
A: dnd 起源于 chainmail(1971),作者是同一拨人。chainmail 的历史定位是:medieval miniatures wargame,初版不包括任何奇幻要素,与老托的奇幻世界没有任何关系。初版chainmail 不是rpg(此时rpg的概念还没有产生),而是wargame/slg。商业化的dnd 最先于1974。而从miniature wargame 到 rpg,是一种量变到质变的关系。在rpg游戏历史的时间表里(Timeline of role-playing games),唯一在dnd之前的游戏是Braunstein 1967(与dnd创立人,游戏blackmoor紧密相关),但是,作为试验性质游戏模型,Braunstein最后以失败告终,而且即没有被发表,也没有任何真正rpg的概念,历史定位也是miniatures wargame

2 dnd 和 rpg
Gary Gygax of the University of Minnesota's wargaming society developed a set of rules for a late medieval milieu. This unusual wargame saw publication in 1971 under the name Chainmail. Although Chainmail was a historical game, it included an appendix for adding fantasy elements such as wizards and dragons.

A wargame session was held at the University of Minnesota in 1969, with Dave Wesely as the moderator, in which the players represented single characters in a Napoleonic scenario centering around a small town named Braunstein. This did not lead to any further experimentation in the same vein immediately, but the ground had been laid. It actually bore greater resemblance to later LARP games than what would conventionally be thought of as a role-playing game. Wesely would, later in the year, run a second "Braunstein," placing the players in the roles of government officials and revolutionaries in a fictional banana republic. The two games would be used partially by Dave Arneson who was a participant, to focus his ideas regarding a fantasy realm known as Blackmoor, and by 1971, Arneson would be running what could be conventionally recognized as a role-playing game based on his Blackmoor world. This game is still running in 2008, making it the longest-running role-playing campaign ever.

Q: 为什么说rpg起源于dnd
A: 严格的来讲,rpg 起源于Blackmoor(1971), 作为chainmail辅助规则,加入了奇幻要素,最先产生了:hit points, experience points, character levels, armor class, and dungeon crawls。当时包括以上核心要素的游戏,才被称为rpg,rpg的概念和判断标准诞生于此。但是最为商业出版blackmoor,是在1975年,并且被归于dnd系列版权,所以,也可以说rpg是起源于dnd。dnd(至少blackmoor)之前,世界上不存在rpg(不论是狭义还是广义)

3 dnd 和 指环王
Q: 如何看待 dnd 和 指环王
A:个人认为,dnd的诞生虽然和更早出现的指环王没有关系,但是后来难免会出现交集,非要把两者分开,也不是很合理。而指环王也不是凭空出世,两者都是基于现实的文化的产物。我倾向的说法是:指环王创立了文艺派的当代奇幻,而dnd创立了学院派的当代奇幻,两者谈不上谁起源于谁,两者的关系就好比是社会学和经济学一样,来源于哲学,有相交的概念,却又是完全不同的流派。
dnd 采用过指环王的要素,目的是更好的商业化,而指环王的相关游戏,则是由dnd的概念主导。(Because D&D has influenced many popular video games, the influence of The Lord of the Rings extends to many of them as well, with titles such as Ultima, EverQuest, the Warcraft series, and the 'Elder Scrolls" series of games[60] as well as, quite naturally, video games set in Middle-earth itself.)
指环王的影响主要在于文学艺术方面,dnd 对各种奇幻概念加入了数学模型,这是两者对奇幻影响本质的区别。

4 dnd 对当今游戏的影响有哪些?

先列举一下当今资格比较老,影响比较大的非dnd版权,但和dnd有直系血缘的游戏系列:

Ultima/创世纪 --Akalabeth: World of Doom (1978)--In creating Akalabeth, Garriott was primarily inspired by Dungeons & Dragons and the works of J. R. R. Tolkien. The game attempts to bring the gameplay of pen-and-paper role-playing games to the computer platform. Essentially, the player receives quests from Lord British to kill a succession of ten increasingly difficult monsters. The name derives from Tolkien's Akallabêth, part of The Silmarillion (though Garriott originally called it "D&D28b", the 28th Dungeons & Dragons-inspired game he made).

Wizardry/巫术 (1980) --David W. Bradley took over the series after the fourth installment, adding a new level of plot and complexity. Woodhead went on to found the North American anime import company AnimEigo, and Greenberg to become an intellectual property lawyer and contributor to the Squeak open source project. Greenberg also wrote another game series, Star Saga.

The earliest installments of Wizardry were quite successful, as they were the first graphically-rich incarnations of Dungeons & Dragons-type gameplay for home computers. The release of the first version coincided around the height of D&D's popularity in North America.

Warhammer Fantasy /战锤 (1983)--To many players, the story or background of Warhammer is just as important as games and miniatures. Alongside Dungeons & Dragons' Greyhawk setting, Warhammer is among the oldest of commercial fantasy worlds, a direct descendant of both that game and Tolkien's Middle-earth though the 1st edition cited Robert E Howard (Conan) alongside Moorcock and Tolkien as influencing fantasy table top games. What is currently recognizable as the Warhammer World began with the first edition of the game, but took off as its own setting with the release of Warhammer Fantasy Roleplay and the 3rd edition in 1987.

Marvel Superheroes/超级漫画英雄 (1984-)--Marvel Superheroes (MSHRPG) aka "the FASERIP system" is a role playing game set in the Marvel Universe, first published by TSR under license from Marvel Comics in 1984.[1] In 1986, TSR published an expanded edition, entitled the Marvel Superheroes Advanced Game. Both editions were written by Jeff Grubb, and both use essentially the same game system.

GURPS /泛用角色扮演系统 (1986) --The Generic Universal RolePlaying System, or GURPS, is a role-playing game system designed to adapt to any imaginary gaming environment. It was created by Steve Jackson Games in 1986. GURPS won the Origins Award for Best Roleplaying Rules of 1988,[1] and in 2000 it was inducted into the Origins Hall of Fame.[2] Many of its expansions have also won awards.
Steve Jackson Games (SJG) is a game company, founded in 1980 by Steve Jackson,six years after the birth of Dungeons & Dragons, and before the height of role-playing games, SJG created several role-playing and strategy games with science fiction themes. SJG borrowed and expanded upon ideas pioneered by strategy game companies such as Metagaming Concepts, Avalon Hill and TSR. Despite these similarities, SJG had a unique feel all their own and became popular with their releases. SJG's early titles were all microgames initially sold in 4×7 inch ziploc bags, and later in the similarly sized Pocket Box.[2] Games such as Ogre, Car Wars, and G.E.V (an Ogre spin-off) were popular during SJG's early years.

Might and Magic/魔法门 (1986)--the characters in Might and Magic and its successors are defined by a number of rules, conforming loosely to the fantasy roleplaying archetypes. Characters have "statistics" (analogous to Dungeons and Dragons Ability scores) of Might, Endurance, Accuracy, Personality, Intelligence and Luck.
There are six character classes:
# Knight characters are based on the Dungeons and Dragons Fighter class.
# Cleric characters are like D&D Clerics.
# Robbers are like the old D&D Thief class.
# Sorcerers (called Wizards in the NES version) are like the old Magic-Users.
# Paladins are fighter type characters who gain access to Clerical magic at higher experience levels. Unlike their D&D equivalent, there is no restriction on their alignment.
# Archers are more limited fighter characters, who can use ranged weapons even when on the front line of combat, and gain access to Sorcerer spells at higher levels.

Dragon Warrior/勇者斗恶龙 (1986), known as Dragon Quest (ドラゴンクエスト, Doragon Kuesuto?) in Japan, is a console role-playing game developed by Chunsoft and published in Japan by Enix (now Square Enix) in 1986 for the Nintendo Entertainment System.[1] It is the inaugural game in Enix's flagship Dragon Quest series, which is sometimes known as the Dragon Warrior series in North America.
Dragon Quest was originally released in Japan in 1986 for the Famicom. Designer Yuji Horii cited western RPGs like Wizardry and Ultima as inspiration for Dragon Quest's gameplay.

Record of Lodoss War/罗得岛战记 (1986),Record of Lodoss War (ロードス島戦記, Rōdosu-tō Senki?) is a franchise of fantasy novels by Ryo Mizuno based around the work he originally created for a world called Forcelia for role-playing games (RPGs). There have since been multiple manga, anime and computer game adaptations, several of which have been translated into English. The plots generally follow the conventions and structure of the RPG systems including Dungeons & Dragons and Sword World RPG, being based around a party of several characters of distinct types undertaking a specific quest.

final fantasy/最终幻想 (1987)--In the mid 1980s, Square entered the Japanese video game industry with simple RPGs, racing games, and platformers for Nintendo's Famicom Disk System. Though a couple games were successful in North America, most were not popular and the company faced bankruptcy. In 1987, Square designer Hironobu Sakaguchi headed development of a game to prevent the company's financial ruin. Sakaguchi chose to create a new fantasy role-playing game for the cartridge-based Famicom, and drew inspiration from popular fantasy games: Enix's Dragon Quest, Nintendo's The Legend of Zelda, and Origin Systems's Ultima series. As Sakaguchi planned to retire after completing the project, he named it Final Fantasy.[62][63][64] Despite his explanation, publications have also attributed the name to the company's hopes that the project would solve its financial troubles.

The Elder Scrolls/上古卷轴 (1994)--The development of the series began in 1992, when the staff of Bethesda Softworks, which had until then been a predominantly sports game-producing company, decided to shift the focus of their upcoming Arena from arena combat into role-playing. The team, inspired by Ultima Underworld and Dungeons & Dragons, released the massive and open first-person RPG The Elder Scrolls: Arena in 1994 for DOS PC systems. The game began a tradition of games based on the principles of "[being] who you want and [doing] what you want"[1] that have persisted throughout the series' history.
Bethesda's history as a sport and port game developer did not help it when it began its first action-RPG venture. Designer Ted Peterson recalls the experience: "I remember talking to the guys at SirTech who were doing Wizardry: Crusaders of the Dark Savant at the time, and them literally laughing at us for thinking we could do it."[3] Ted Peterson worked alongside Vijay Lakshman as one of the two designers of what was then simply Arena, a "medieval-style gladiator game".

diablo/暗黑破坏神 (1996)--diablo is one of the most well-known examples of the action-RPG subgenre. Although players level up, choose character classes, and manage a variety of spells and equipment as in a typical RPG, all actions are done in real time, as in an action game. Diablo in many ways resembles roguelike games, the main differences being more realistic graphics and the fact the game is in real time, rather than turn-based. Diablo was influenced by Moria and Angband.[2] The majority of commands in Diablo, such as moving and attacking, are executed by mouse clicks; however, learned spells can be assigned hot keys.

Moria(1983) is a roguelike computer game based heavily on J. R. R. Tolkien's novel The Lord of the Rings. The game's objective is to kill a Balrog, presumably Durin's Bane, deep within the Mines of Moria. The popular Angband derives from a later port, Umoria. This direct descendent influenced the preliminary design of Blizzard Entertainment's Diablo.

The roguelike genre (1975)was popularized with Rogue, a role-playing game based on the Dungeons & Dragons system, including concepts such as stats and experience points.[1]

Some features of Rogue existed in earlier games, notably: Adventure (1975), Dungeon (1975), and several written for the PLATO system, such as the multi-user games dnd (1975) and Moria (1975). Both dnd and Moria utilized limited graphics. Moria offered a primitive first-person, three-dimensional view,[2] while dnd presented a top-down map view similar to Rogue.

In Rogue and Moria, the dungeon is randomly regenerated when the player begins, creating a new challenge each time.

fallout/辐射 (1997) --The game is sometimes considered to be an unofficial sequel to Wasteland,[3] but it could not use that title as Electronic Arts held the rights to it, and, except for minor references, the games are set in separate universes. It was also intended to use Steve Jackson Games's GURPS system, but that deal fell through due to the excessive amounts of violence and gore included in the game,[4] forcing Black Isle to change the already implemented GURPS system to the internally developed SPECIAL
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