埃里克·伯恩(Eric Berne)坚信人们会不断玩游戏-不论性别,年龄,社会地位和性格如何。人是一种社会生物-我们的社会是建立在游戏互动之上的。
因此,RPG流派如此受欢迎就不足为奇了-在这里,一个人几乎可以扮演任何普通人无法企及的社交角色。游戏机制现已应用于生活的许多领域-从教育和培训到心理治疗,从社交网络到零售连锁店的营销活动。甚至在我们的培训中心,Slurm也被用于一些强化课程-有助于学习和巩固材料-演奏和竞争性工具。例如,就像我们今年2月在Slurm SRE所做的那样。
是的,有时候我们喜欢在业余时间玩游戏。
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While most characters need no special rules, the gambler needs some special attention. They have a special ability that other characters don't have, the ability to manipulate cards (cheat). To determine this ability, roll percentile dice until a score of 50 or less is rolled. This is his ability to avoid being caught cheating. When normally playing cards, a real deck may be used, but if a gambler is involved, use percentile dice. High roll wins, with a gambler gaining a +15 on his die rolls. If a gambler wins three times in a row, his opponents check to see if they can catch him cheating by rolling percentile dice. Any score equal to or less than the gambler's cheat ability score indicates that the gambler has been caught. What the opponents do then is up to them!
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- Roll d100, add the ability score, and then use this result to determine which die to roll in step 2. On a result of 1-20 roll a d4; on 21-40 roll d6; on 41-60 roll d8; 61-80: d10; 81-100: d12. To cope with results higher than 100, create a house rule for this house rule.
- Roll the die determined in step 1 and multiply the number by the attribute. This result becomes the chance of success.
- Roll a d100. If the result is less than or equal to the probability from step 2, you succeed!
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