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报告翻译问题
someone write the sequel of this pls
storytelling in worlds of swords and sorcery. It shares
elements with childhood games of make-believe. Like
those games, D&D is driven by imagination. It’s about
picturing the towering castle beneath the stormy night
sky and imagining how a fantasy adventurer might react
to the challenges that scene presents.
Dungeon Master (DM): After passing through the
craggy peaks, the road takes a sudden turn to the east
and Castle Ravenloft towers before you. Crumbling
towers of stone keep a silent watch over the approach.
They look like abandoned guardhouses. Beyond these, a
wide chasm gapes, disappearing into the deep fog below.
A lowered drawbridge spans the chasm, leading to an
arched entrance to the castle courtyard. The chains of
the drawbridge creak in the wind, their rust-eaten iron
straining with the weight. From atop the high strong
walls, stone gargoyles stare at you from hollow sockets
and grin hideously. A rotting wooden portcullis, green
with growth, hangs in the entry tunnel. Beyond this, the
main doors of Castle Ravenloft stand open, a rich warm
light spilling into the courtyard.
Phillip (playing Gareth): I want to look at the gargoyles. I
have a feeling they’re not just statues.
Amy (playing Riva): The drawbridge looks precarious? I
want to see how sturdy it is. Do I think we can cross it, or
is it going to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to
the stories, a way of determining the consequences of the
adventurers’ action. Players roll dice to resolve whether
their attacks hit or miss or whether their adventurers
can scale a cliff, roll away from the strike of a magical
lightning bolt, or pull off some other dangerous task.
Anything is possible, but the dice make some outcomes
more probable than others.
Dungeon Master (DM): OK, one at a time. Phillip,
you’re looking at the gargoyles?
Phillip: Yeah. Is there any hint they might be creatures
and not decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva
is checking out the drawbridge?
In the Dungeons & Dragons game, each player
creates an adventurer (also called a character) and teams
up with other adventurers (played by friends). Working
together, the group might explore a dark dungeon, a
ruined city, a haunted castle, a lost temple deep in a
jungle, or a lava-filled cavern beneath a mysterious
mountain. The adventurers can solve puzzles, talk with
other characters, battle fantastic monsters, and discover
fabulous magic items and other treasure.
One player, however, takes on the role of the Dungeon
Master (DM), the game’s lead storyteller and referee. The
DM creates adventures for the characters, who navigate
its hazards and decide which paths to explore. The DM
might describe the entrance to Castle Ravenloft, and
the players decide what they want their adventurers to
do. Will they walk across the dangerously weathered
drawbridge? Tie themselves together with rope to
minimize the chance that someone will fall if the
drawbridge gives way? Or cast a spell to carry them over
the chasm?
Then the DM determines the results of the adventurers’
actions and narrates what they experience. Because
the DM can improvise to react to anything the players
attempt, D&D is infinitely flexible, and each adventure
can be exciting and unexpected.
The game has no real end; when one story or quest
wraps up, another one can begin, creating an ongoing
story called a campaign. Many people who play the
game keep their campaigns going for months or years,
meeting with their friends every week or so to pick
up the story where they left off. The adventurers grow
in might as the campaign continues. Each monster
defeated, each adventure completed, and each treasure
recovered not only adds to the continuing story, but also
earns the adventurers new capabilities. This increase
in power is reflected by an adventurer’s level.
There’s no winning and losing in the Dungeons &
Dragons game—at least, not the way those terms are
usually understood. Together, the DM and the players
create an exciting story of bold adventurers who confront
deadly perils. Sometimes an adventurer might come to
a grisly end, torn apart by ferocious monsters or done in
by a nefarious villain. Even so, the other adventurers can
search for powerful magic to revive their fallen comrade,
or the player might choose to create a new character to
carry on. The group might fail to complete an adventure
successfully, but if everyone had a good time and created a
memorable story, they all win.
"Alright Rad, this is it." he said to himself.
Rad walked into Muffet's home and saw her making a kettle of tea.
"Uh, Hi?" Rad spoke, clearly sounding nervous
"Hm~?" Muffet said, turning around to see Rad at the door.
"Before you say anything, dearie, take a seat~"
Muffet pulled out a chair from under her table. Rad walks over to the table and sits down, seeing muffet holding two cups of tea. Rad didn't know what to say, His crush just offered him tea!
"I uh..." Rad's face turned bright red.
"Have some tea, it'll calm you down~"
Rad sips the tea, its suprisingly good, for tea anyways.
"Whats in this stuff?" Rad asks.
"Oh nothing, i dont share my recipes~" Muffet answers.
"So why are you here, dearie~"
"Oh... Im here t-" Rad's voice is cut off by the beeping of an oven
"Oh! The croissants are done!" Muffet rushed out of her seat and opened the oven to show a pan of perfectly cooked croissants.
"((Oh my god, can this girl be any better?))" Rad thought to himself.
Muffet brings the pastries to the table and hands one to Rad.
"Try one, dearie~"
Rad takes the croissant and bites into it.
"Oh. My. God." Rad thinks.
These croissants were one of the most perfectly made pastries hes ever had. They were a heavenly combination of flakey and soft and tasted better than anything ever.
"Do you think they're good, dearie~"
Rad hadn't even finished taking the first bite and had held up a weak thumbs up before finishing the croissant.
"So what did you want to tell me?~"
"I wanted to say... that-tha-" Rad was having difficulty trying to admit his feelings to Muffet.
"I- I love you!" Rad finally said, reaching over the table to give Muffet a hug.
Muffet hugs Rad back and says "Oh dearie, I love you too~"
They hug for quite a bit before Muffet says to rad "Follow me, I have something planned for us~"
Muffet begins walking towards her room.
"Oh god, am I about to ♥♥♥♥ a spider?!" Rad thought.
Dispite betterjudgement, he followed Muffet, his new girlfriend, to her room.
Muffet was already sitting on her bed, signalling for Rad to sit near her. Rad obliged and sat next to her. Rather than beginning to undress, Muffet layed down and signaled two smaller spiders to turn on her T.V. Rad also began to lye down and started watching the Television with Muffet. The latest episode of "MTT-Field" was on, and it looked like the episode had just begun. Muffy had turned to Rad and kissed him on the cheek, wrapping her arms around him. They watched T.V and fell into a deep sleep. But instead of a pillow, Rad was sleeping with his girlfriend, Muffy.