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     1 <?xml version='1.0'?>
       
     2 <!DOCTYPE article PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
       
     3           "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd">
       
     4 <article>
       
     5   <articleinfo>
       
     6     <title>System Color</title>
       
     7     <subtitle>A typology of RPG mechanics</subtitle>
       
     8     <abstract>
       
     9       <para>Role playing game design is an art, <quote>a system of
       
    10         principles and rules for attaining a desired end</quote>.
       
    11         However, it's an art in its infancy.  Although many models
       
    12         have been available to describe the experience of role-playing
       
    13         game, not much have been done regarding mechanics.  We have
       
    14         the DKF description, some designation regarding levels of
       
    15         design or mechanics elements but mostly nothing about goal of
       
    16         mechanics, or only in a very abstract form.  This article aim
       
    17         to explore a single aspect of game mechanics, which is to
       
    18         determine which qualities are necessary or at least desirable
       
    19         in all role playing games.  This, we hope, will be a first
       
    20         premise to more characterization of mechanics, helping us to
       
    21         discuss and evaluate different systems, and, with the help of
       
    22         other tools, finally create a real science of role-playing
       
    23         game design.</para>
       
    24     </abstract>
       
    25     <keywordset>
       
    26       <keyword>GDS model</keyword>
       
    27       <keyword>role-playing game</keyword>
       
    28       <keyword>system design</keyword>
       
    29       <keyword>simulationism, gamism and narrativism</keyword>
       
    30     </keywordset>
       
    31     <author>
       
    32       <firstname>Fabien</firstname>
       
    33       <surname>Niñoles</surname>
       
    34     </author>
       
    35     <copyright>
       
    36       <year>2002-2003</year>
       
    37       <holder>Fabien Niñoles</holder>
       
    38     </copyright>
       
    39 
       
    40     <revhistory>
       
    41       <revision>
       
    42         <revnumber>0.5r3 :</revnumber>
       
    43         <date>2003-06-02</date>
       
    44         <revdescription>
       
    45           <para>Add a paragraph about the link between Beauty and
       
    46             colors. Add some keywords to the document.  A small
       
    47             remarks is add about the adaptability section.</para>
       
    48         </revdescription>
       
    49       </revision>
       
    50       <revision>
       
    51         <revnumber>0.4r4:</revnumber>
       
    52         <date>2003-01-26</date>
       
    53         <revdescription>
       
    54           <para>A lot of minor revisions. Reverse Cyan and Magenta
       
    55             association.  Mixed up colors, sorry! Nostalgic Magenta is
       
    56             now called Expressive Magenta, and Dream Blue is now
       
    57             Immersive Blue. I think a lot about adding a new chapter
       
    58             about this.  Also, change the title since this is really a
       
    59             Typology of mechanics.</para>
       
    60         </revdescription>
       
    61       </revision>
       
    62       <revision>
       
    63         <revnumber>0.3r2 :</revnumber>
       
    64         <date>2003-01-10</date>
       
    65         <revdescription>
       
    66           <para>Add Brightness description.  Move Transparency into
       
    67             Brightness and add a note about difference Transparent
       
    68             system and Transparent <emphasis>Color</emphasis>
       
    69             system.</para>
       
    70         </revdescription>
       
    71       </revision>
       
    72       <revision>
       
    73         <revnumber>0.2 :</revnumber>
       
    74         <date>2003-01-10</date>
       
    75         <revdescription>
       
    76           <para>First complete release (public).</para>
       
    77         </revdescription>
       
    78       </revision>
       
    79       <revision>
       
    80         <revnumber>0.1 :</revnumber>
       
    81         <date>2003-01-01</date>
       
    82         <revdescription>
       
    83           <para>Initial release (incomplete).</para>
       
    84         </revdescription>
       
    85       </revision>
       
    86     </revhistory>
       
    87   </articleinfo>
       
    88   <section id="intro">
       
    89     <title>Introduction</title>
       
    90     
       
    91     <para>What's the art of game design?  The Webster 1913 defined art
       
    92       as a system of rules and principles for attaining a desired end.
       
    93       So, what are those rules, those principles, and more important,
       
    94       what's this desired end?  For this last question, I think you
       
    95       can have as many answers as there are role players.  Although
       
    96       some people have defined and described carefully the motivations
       
    97       and goals of players, not much have be done regarding how those
       
    98       goals can be satisfied.</para>
       
    99 
       
   100     <para>The goal of this article is to make a new step in this
       
   101       direction.  What I try to do is to answer to a single question:
       
   102       <quote>What's desirable, if not necessary, in every role
       
   103       playing game system?</quote> That's a very hard question to
       
   104       answer since most role playing games have different goals,
       
   105       different settings, different ways to make the role playing
       
   106       experience exciting and fun.  But strangely, this appeared to be
       
   107       the easier obstacle encountered on this road.  The bigger
       
   108       obstacle I met were the lack of a common vocabulary among
       
   109       designers.  No designer has the same way of naming things, and
       
   110       that's true either in French or English.  Also, people often
       
   111       used the same word for talking about very different things.  So
       
   112       to avoid this problem, I chose a very different approach: I
       
   113       decided to use a color metaphor.  Since colors are a bit opaque
       
   114       to role playing system terminology, which doesn't help at all
       
   115       for a tool aim to help communication, I had to add some
       
   116       adjectives to them, just clear enough to hint the new reader
       
   117       about the possible meaning of such colors.</para>
       
   118 
       
   119     <para>The first version of this paper will solely be about those
       
   120       colors of mechanics, as well as a short presentations of
       
   121       examples.  I however plan to add more to it, especially
       
   122       regarding other aspects of role playing, like the relation
       
   123       between those colors and the already existing typologies, like
       
   124       GNS.  But for the beginning, we have to define first what
       
   125       constitutes a role playing game, and especially, what's a role
       
   126       playing game system.</para>
       
   127   </section>
       
   128 
       
   129   <section id="rpgdef">
       
   130     <title>What's a Role Playing Game?</title>
       
   131 
       
   132     <para>This section is not about defining in details what's a role
       
   133       playing game but mostly to propose a common vocabulary about
       
   134       what constitutes a role playing game, so that we can know what
       
   135       we are talking about.  A typical role playing game can be seen
       
   136       to be constituted of two parts:</para>
       
   137 
       
   138     <itemizedlist>
       
   139       <listitem>
       
   140         <para>a description of an imaginary universe called the
       
   141           <emphasis>setting</emphasis>;</para>
       
   142       </listitem>
       
   143       <listitem>
       
   144         <para>a set of rules to handle events resolution in the
       
   145           setting, called the <emphasis>system</emphasis>.</para>
       
   146       </listitem>
       
   147     </itemizedlist>
       
   148     
       
   149     <para>Usually, the setting is divided in many more elements, like
       
   150       the characters we can encounter in this particular universe, the
       
   151       environment (either social, technological, historical and/or
       
   152       geographical) in which those characters evolve, examples of
       
   153       situations those characters can encounter, as well as notes
       
   154       about the intended atmosphere of this universe.  Some or even
       
   155       all of those elements can be omitted or more or less detailed.
       
   156       When most elements are omitted, or without specified with much
       
   157       details, we call this kind of system universal or generic.  I
       
   158       prefer the second appellation because, although most generic
       
   159       system pretend to be usable in any setting, they are often just
       
   160       a generalization of one or many settings, sharing some common
       
   161       elements.  Except for this small difference, we will now only
       
   162       talk about setting and generic setting as a whole, without
       
   163       addressing more concerns about their internal elements.  Is not
       
   164       that those elements aren't important in designing a good role
       
   165       playing game, but it's a way to stay on our focus.</para>
       
   166 
       
   167     <para>Systems are also often divided into multiple parts,
       
   168       classified in multiple differents ways, etc.  Systems often even
       
   169       contains some elements of setting, like particularity of the
       
   170       environment.  For now, we just want to consider systems as a
       
   171       whole.  We only make one distinction: system elements that
       
   172       contain no element which can be considered part of the setting
       
   173       would be called mechanics, and mechanics or system elements that
       
   174       contains or describe part of the setting (including situational
       
   175       elements like combat or character description) will be called
       
   176       rules.  This is certainly not enough for a more in-depth
       
   177       exploration of system composition but it will be sufficient for
       
   178       our purpose.</para>
       
   179 
       
   180     <para>Meta-gaming elements are elements often external to a role
       
   181       playing game.  They included things like the location where the
       
   182       game is set, the current mood of the players, their perception
       
   183       of the reality, the quality (access, language, medium) of
       
   184       communication between them, the presence of materials, their
       
   185       relationship, etc. They are aspects of the gaming experience
       
   186       which can be seen as out of the current setting but are still
       
   187       part of the role playing experience.  Some systems or even
       
   188       setting elements can influence or help to make some meta-gaming
       
   189       elements either less intrusive or more fun and interesting.
       
   190       They can also adapt to accommodate some less optimal meta-gaming
       
   191       elements, like the presence of a noisy environment.  Meta-gaming
       
   192       elements can often influenced both (although the designer have
       
   193       mostly no control over them except written recommendation) and
       
   194       some role playing games even used them to enhance the role
       
   195       playing experience.</para>
       
   196 
       
   197   </section>
       
   198 
       
   199   <section id="colormodel">
       
   200     <title>The color model</title>
       
   201 
       
   202     <para>The color model are composed of the three primary additive
       
   203       colors: red, green and blue.  Just like any colors, some people
       
   204       prefers some of them more than the others.  That's OK, from
       
   205       taste and colors, one can't discuss.  However, we want to make a
       
   206       small exception to this rule: we will supposed that everyone
       
   207       will prefer bright colors instead of darker one.  Brightness
       
   208       represent the adherence of a system to a specific color (mix are
       
   209       allowed).  So, since we supposed that any color are at least
       
   210       desirable, you'll always prefer a brighter mechanic instead of a
       
   211       darker one, as long as it is of the right color.  Take note that
       
   212       a system that mix all colors will be white and bright.  And a
       
   213       system that have no color at all will be black.  Maybe you still
       
   214       prefer darker colors in real life (like most role players, if
       
   215       you look at the way most of them are dressed up), but make a
       
   216       small effort now or use negative vision.  Elsewhere, you'll just
       
   217       fall in the darker side of role playing game, full of munchkins
       
   218       and rules lawyers.  Are you sure you want to go there?</para>
       
   219 
       
   220     <para>To help to better understand the concept behind each color,
       
   221       especially when talking to a non-initiate, an adjective is
       
   222       added to each of them.  You are free to used it when you think
       
   223       is necessary but try to make a link to this page for reference
       
   224       so people know what you are talking about.</para>
       
   225 
       
   226     <para>Here is the three primary colors and their definitions:</para>
       
   227     
       
   228     <variablelist>
       
   229       <varlistentry id="reddef">
       
   230         <term>Consistent Red</term>
       
   231         
       
   232         <listitem>
       
   233           <para>Consistent Red is the color of system that are
       
   234             consistent with the setting elements they are supposed to
       
   235             describe.  If your setting describe, or more often
       
   236             suppose, swords as more lethal than daggers, the system
       
   237             should respect this and not make daggers equally or more
       
   238             lethal than swords. A dark red system tend to interfere
       
   239             with <literal>Suspension of Disbelief</literal>. Break in
       
   240             Suspension of Disbelief is a phenomena which can be best
       
   241             described as players rolling their eyes toward you, the
       
   242             mouth wide open in an expression of incredulity, and
       
   243             leaving your table to never came back again (and no,
       
   244             that's not because their lost their way to the
       
   245             refrigerator).  Red was chose because of the its relation
       
   246             with this <emphasis>stop attitude</emphasis>, as well as
       
   247             the tendency of very high red system to be a bit bloody in
       
   248             action.  <emphasis>This is not, however, a universal
       
   249             characteristic!</emphasis></para>
       
   250 
       
   251           <para>A good example of system with a strong red color is
       
   252             <trademark>RoleMaster</trademark> with their very detailed
       
   253             systems for med-fan universe<footnote> 
       
   254               
       
   255               <para>Really, I'm not sure if this is a good example.
       
   256                 Any better suggestions welcome.</para>
       
   257 
       
   258             </footnote>.</para>
       
   259         </listitem>
       
   260       </varlistentry>
       
   261       <varlistentry id="greendef">
       
   262         <term>Fluid<footnote>
       
   263 
       
   264             <para>Don't like this name but I want to avoid using
       
   265               Simple in it, since Green is much more than only
       
   266               Simplicity.  Fluid is currently the only word I can
       
   267               think.</para>
       
   268 
       
   269           </footnote> Green</term>
       
   270         
       
   271         <listitem>
       
   272           <para>Fluid Green system are easy to learn and have often
       
   273             low search and resolution time.  They can however have a
       
   274             lot of options to chose from, as long as those options are
       
   275             clear and easy to handle.  Those systems are often perfect
       
   276             for beginners or people wanting quick pace systems,
       
   277             without stopping to details.  This is two good reasons to
       
   278             give them the green color, this color being often
       
   279             associated with beginners and speed.</para>
       
   280 
       
   281           <para>A good example of a green system is <trademark
       
   282             class="copyright">The Window</trademark>, a free RPG game
       
   283             with very simple mechanics.</para>
       
   284         </listitem>
       
   285       </varlistentry>
       
   286 
       
   287       <varlistentry id="bluedef">
       
   288         <term>Immersive Blue</term>
       
   289         <listitem>
       
   290           <para>Immersive Blue rules help to sustain a particular
       
   291             atmosphere in a game.  This atmosphere can be either
       
   292             dramatic, heroic, epic, scary, peaceful, imaginative, or
       
   293             all of them at the same time.  Just like the Consistent
       
   294             Red, blue rules are strongly associated with the setting.
       
   295             Blue was chose because of its association with atmosphere
       
   296             and emotions.</para>
       
   297 
       
   298           <para>One of the bluest system that the author know is
       
   299             <trademark class="copyright">eight</trademark>, a free RPG
       
   300             where all of the few rules participate to the setting
       
   301             atmosphere.</para>
       
   302         </listitem>
       
   303       </varlistentry>
       
   304     </variablelist>
       
   305 
       
   306     <para>All of the three colors can be mixed together, in different
       
   307       quantities.  This give us 4 more different colors<footnote>
       
   308 
       
   309         <para>Remember, this is the three
       
   310           <emphasis>additive</emphasis> primary colors, just like your
       
   311           television but unlike water painting, which used primary
       
   312           <emphasis>subtractive</emphasis> colors.</para>
       
   313 
       
   314       </footnote>:</para>
       
   315 
       
   316     <variablelist>
       
   317       <varlistentry id="yellowdef">
       
   318         <term>Clear-Sight Yellow (Red and Green)</term>
       
   319 
       
   320         <listitem>
       
   321           <para>Usually, when you want brighter red, you compromise on
       
   322             a darker green, and when you want brighter green, you
       
   323             often compromise with darker red.  So this color is quite
       
   324             rare, and yellow rules are real pearl of wisdom.  Yellow
       
   325             systems are able to give a maximum of consistency and
       
   326             details from your setting, without removing speed and ease
       
   327             of play.  They promised really good play for those who
       
   328             like to explore different elements of the setting.</para>
       
   329 
       
   330           <para>As I said, yellow rules are quite rare.  Yellow
       
   331             systems even more.  I failed to see a system where this
       
   332             color dominate.  If you think you have one, please tell
       
   333             me.</para>
       
   334         </listitem>
       
   335       </varlistentry>
       
   336       <varlistentry id="cyandef">
       
   337         <term>Dramatic Cyan (Green and Blue)</term>
       
   338         
       
   339         <listitem>
       
   340           <para>One of the most popular color in new games presently.
       
   341             The Cyan systems bring to front a very narrative aspect
       
   342             with quick pace and easy rules.  Consistent is not really
       
   343             important since GM will just adjust the plot consequently.
       
   344             This however give somewhat limited play and one should be
       
   345             careful with the Suspension of Disbelief syndrome which
       
   346             often augment with those kind of systems.</para>
       
   347 
       
   348           <para>One popular example of Cyan systems are
       
   349             <trademark>Nobilis</trademark> and the
       
   350             <trademark>Storyteller</trademark> system (at least by
       
   351             intentions).</para>
       
   352         </listitem>
       
   353       </varlistentry>
       
   354       <varlistentry id="magentadef">
       
   355         <term>Expressive Magenta (Red and Blue)</term>
       
   356 
       
   357         <listitem>
       
   358           <para>A rare combination: Magenta systems tend to immersed
       
   359             you into details.  <emphasis>Many</emphasis> details.  You
       
   360             will be transport in a world where everything, actions or
       
   361             materials, are described to the finest element.  The trap
       
   362             is that, too often, the lack of green in those systems
       
   363             lead to a very hard to use and very slow progression of
       
   364             the action.  The players must be patient or the GM a real
       
   365             expert to be able to handle such systems.</para>
       
   366 
       
   367           <para>Good examples of those systems included mostly
       
   368             science-fiction or military oriented settings.
       
   369             <trademark>Heavy Gear</trademark> can be described as one
       
   370             of them under certain aspects.</para>
       
   371         </listitem>
       
   372       </varlistentry>
       
   373       <varlistentry id="whitedef">
       
   374         <term>Pure White (Red, Green and Blue)</term>
       
   375         
       
   376         <listitem>
       
   377           <para>White system can be think as the perfect system and
       
   378             can be easy obtain for a very limited and specific
       
   379             setting.  However, such settings are often very limited in
       
   380             use and, as we will see later, white system tend to dilute
       
   381             (we call this a lack of Tenacity) and get darker very
       
   382             easily.</para>
       
   383 
       
   384           <para>I have no really good example of such systems.  As
       
   385             said, most white system tend to became darker with usage
       
   386             and/or a new color quickly dominate.</para>
       
   387         </listitem>
       
   388       </varlistentry>
       
   389     </variablelist>
       
   390 
       
   391   </section>
       
   392 
       
   393   <section id="freedom">
       
   394     <title>Freedom</title>
       
   395 
       
   396     <para>Since both the red and blue colors have deep root in the
       
   397       setting, we also want to know how colors are affect by change to
       
   398       the setting.  For this, we defined two different movements or
       
   399       degrees of freedom for the color:</para>
       
   400 
       
   401     <variablelist>
       
   402       <varlistentry id="tenacitydef">
       
   403         <term>Tenacity</term>
       
   404 
       
   405         <listitem>
       
   406           <para>Tenacity represent how much a system retains the same
       
   407             color when the setting change.  This is a researched
       
   408             quality for generic systems, but also for RPG with a very
       
   409             diversified setting.  Systems that are limited to a few
       
   410             character types or situations (like only combat) doesn't
       
   411             need a great Tenacity in their colors.</para>
       
   412 
       
   413           <para>Example of system with a good Tenacity is
       
   414           <trademark>GURPS</trademark>.</para>
       
   415         </listitem>
       
   416       </varlistentry>
       
   417       <varlistentry id="chameleondef">
       
   418         <term>Chameleon</term>
       
   419         
       
   420         <listitem>
       
   421           <para>Chameleon systems are able to change their colors to
       
   422             fit better with the new setting.  This is a very rare
       
   423             quality, mostly research for generic system.</para>
       
   424 
       
   425           <para>The only system I know which try to be chameleon is
       
   426             <trademark>Multiverser</trademark>, a system with a bias
       
   427             parameter for fitting with different universes.</para>
       
   428         </listitem>
       
   429       </varlistentry>
       
   430     </variablelist>
       
   431 
       
   432     <para>Both degrees of freedom can appear together for a particular
       
   433       system and react differently.  They can also keep their quality
       
   434       only for a specific range of settings.  For example, the D&amp;D
       
   435       system has a Tenacity mostly in general medieval-fantastic
       
   436       settings.<footnote>
       
   437         
       
   438         <para>I think the best way to describe of this components is
       
   439           talking about inertia and direction changes, but this add a
       
   440           new level of metaphor so I ended up inventing new terms that will
       
   441           fit better with the metaphor.  What do you think about?</para>
       
   442 
       
   443       </footnote></para>
       
   444 
       
   445     <remark>I currently doesn't like this section much.  The old idea
       
   446       behind adaptability is not well enough represent.  But for this,
       
   447       I should probably work a little more with the background
       
   448       setting.</remark>
       
   449 
       
   450   </section>
       
   451 
       
   452   <section id="beauty">
       
   453     <title>Beauty of the system</title>
       
   454 
       
   455     <para>The colors aren't the only important qualities of a system.
       
   456       One very important, if not the most important one, is the fun
       
   457       factor.  We are doing role playing for only one thing: having
       
   458       fun.  However, fun is a very personal thing where everyone have
       
   459       opinion about.  Some people can find one system fun and other
       
   460       can find them dull.  Since fun are <quote>in the eye of the
       
   461       beholder</quote>, we use another quality related to our painting
       
   462       metaphor that have the same characteristic: Beauty.</para>
       
   463 
       
   464     <para>Why some people find something beautiful and not something
       
   465       else?  Well, there is too much factors to enumerate all of them,
       
   466       but colors can have something to do with it.  Someone can prefer
       
   467       the red color, and another one will prefer a yellow color.  Same
       
   468       thing for mechanics.  Some people can prefer Red Mechanics,
       
   469       other want Yellow mechanics and dislike Blue mechanics.  Could
       
   470       you satisfy all of them?  Well, the golden rule in RPG is that
       
   471       if you dislike a rule, ignored it.  It's very easy to ignore a
       
   472       rule, less easy to change it or replace it.  In the color
       
   473       metaphore, this is equivalent to wearing colorized glasses.  If
       
   474       you have some white light and wear yellow glasses, you'll see
       
   475       the world in yellow.  But if you only have blue light, your
       
   476       yellow glasses will block it and you'll see nothing.  Same thing
       
   477       for mechanics.  White mechanics are good because you can please
       
   478       everyone by simply using the right filter on everyone.  If one
       
   479       color is lacking, however, whatever the color of your glasses,
       
   480       you will not be able to create it, except if the mechanics is
       
   481       sufficiently <link linkend="transparency">Transparent</link>, a
       
   482       matter we will see later in <xref linkend="brightness"/>.</para>
       
   483 
       
   484   </section>
       
   485 
       
   486   <section id="visibility">
       
   487     <title>The visibility of the rules</title>
       
   488     
       
   489     <para>Systems are composed of rules, but not all rules are
       
   490       necessary of the same color.  How each rule influence the global
       
   491       system apparency is called the visibility of the rule.
       
   492       Visibility represent mostly how often a rule can be used and
       
   493       what will be their influence on the current game.  This is an
       
   494       important aspect when designing a role playing system.  Often,
       
   495       you can make a tradeoff in a not so much visible aspect of the
       
   496       system without affecting the whole color.  By
       
   497       <emphasis>hiding</emphasis> such color into less visible aspect,
       
   498       you can, for example, achieve an overall more reddish system,
       
   499       without necessary affecting the green brightness.</para>
       
   500 
       
   501     <para>Visible rules are often the resolution mechanism, combat
       
   502       rules (in action oriented settings) and PC statistics.  Less
       
   503       visible rules are often the initial creation mechanism (you just
       
   504       used it once) and evolution mechanics of the character (which
       
   505       usually only happens at the end of a game).</para>
       
   506 
       
   507   </section>
       
   508 
       
   509   <section id="brightness">
       
   510     <title>Brightness and Transparency</title>
       
   511 
       
   512     <para>Before going further, a little more clarification is needed.
       
   513       What is Brightness?  How it affects the role playing
       
   514       experience?</para>
       
   515 
       
   516     <para>Well, Brightness in this model looks more like a spell of
       
   517       Light, and is opposite, the spell of Darkness.  Dark colors will
       
   518       not only have a low effect but even make your settings and your
       
   519       whole role playing experience <emphasis>darker</emphasis>, which
       
   520       means less fun and less interesting.  On the opposite way, a
       
   521       brighter system will not only let your setting and GM talents
       
   522       show up, but will enhance your experience, sustaining and even
       
   523       creating a more fun and entertaining experience.</para>
       
   524 
       
   525     <para>So one should not think that ignoring a color will do no
       
   526       harm.  All colors are necessary, but some settings and/or GM can
       
   527       provide their own light to the role playing experience and so
       
   528       don't need much.  So, the point where a rule color switch from
       
   529       being dark to bright really depends on the quality of the
       
   530       setting and the talents of the GM.  A beginner GM will find a
       
   531       system very bright that a more experienced GM will find too dark
       
   532       for him.  This is however not a good reason to compare GM with
       
   533       the color system.  How a GM can make a system looks Greener,
       
   534       Bluer or Redder for the players it's an open question not
       
   535       address in this article.  Same thing about the settings.  But
       
   536       it's clear that the brighter the system, the best it can help
       
   537       the GM to make a good role playing experience for his players,
       
   538       and fit the needs of more GM.</para>
       
   539 
       
   540     <section id="transparency">
       
   541       <title>Transparency</title>
       
   542       
       
   543       <para>There is some system which depends a lot on the GM
       
   544         abilities to bring some brightness to it.  We call this
       
   545         characteristic Transparency.  A Transparent system let the GM
       
   546         take more decisions about the right way to handle differents
       
   547         situations.  They have a very low strictness, often just
       
   548         providing guidelines on how to interpret some results,
       
   549         determine difficulty, or even how to resolve differents
       
   550         situations.</para>
       
   551 
       
   552       <para>There are two common misconceptions with Transparent
       
   553         systems.  The first is that Transparent System necessary
       
   554         Green.  This is not true at all.  By letting the GM abilities
       
   555         take care of many aspects of the role playing experience,
       
   556         transparent system are mainly for mature and experienced
       
   557         players, which is the opposite of some Green qualities.</para>
       
   558 
       
   559       <para>The other misconception is that Green systems are
       
   560         Transparent.  This misconception is part due to the fact that
       
   561         Green systems seems to go mostly with the flow that we have
       
   562         the impression that the system is absent, the game going by
       
   563         itself.  This is a quality of Green systems, not Transparent
       
   564         one, although that with a good GM, it can be seen this way.
       
   565         In fact, transparent systems take more easily the color the GM
       
   566         want and, for this, looks a lot like <link
       
   567         linkend="chameleondef">Chameleon</link> systems.<footnote>
       
   568           
       
   569           <para>Transparent system denomination is often in a more
       
   570             broad context than here.  The right definition seems to
       
   571             vary a lot and so, I prefer to make my own.  Generally
       
   572             speaking, what people seems to call transparent systems
       
   573             seems to be more a kind of either Bright Green or
       
   574             Transparent systems in the Colors model.  Try to not
       
   575             confuse people by specifying clearly that you are talking
       
   576             about Transparent Color systems.</para>
       
   577 
       
   578         </footnote></para>
       
   579 
       
   580       <para>Transparency, however, is not necessary a goal desirable
       
   581         for any RPG system.  As we have said, Transparent system can
       
   582         be very hard on newcomers to RPG.  They need some experience
       
   583         from the GM and also the players to make the role playing
       
   584         experience fun and interesting.  Transparent systems provide
       
   585         no light by them self, but also no darkness.  So, if you're an
       
   586         experienced GM or aim your game to experienced GM, transparent
       
   587         system can be great.</para>
       
   588 
       
   589       <para>Examples of transparent systems include <trademark
       
   590         class="copyright">The Window</trademark> and <trademark>Hero
       
   591         Wars</trademark>.</para>
       
   592 
       
   593     </section>
       
   594 
       
   595   </section>
       
   596 
       
   597   <section id="red">
       
   598     <title>The red color</title>
       
   599 
       
   600     <para>Consistent Red elements of a particular system are hard to
       
   601       define.  The first thing to know when trying to set the red part
       
   602       of a system (or to evaluate the red component of a system) is to
       
   603       know what's the particular element of the setting which is
       
   604       currently simulate and how this element must be and behave.  For
       
   605       most setting elements, the creator simply doesn't know.</para>
       
   606 
       
   607     <para>A common assumption is to considered the setting as an image
       
   608       of our reality.  This assumption is good most of the time except
       
   609       that there is also many parts, not always explicitly state as
       
   610       so, that differs from our reality laws.  For example, we want
       
   611       our characters to be greater than normal, to have special
       
   612       powers, to not die easily and we have this special race which
       
   613       are incredibly big or small and which could not have survived
       
   614       within our physical laws or those spaceships that can warp the
       
   615       universe using an improbability motor.  For all of this, as well
       
   616       as for avoiding useless complication, we normally don't want our
       
   617       system to be an exact simulation of <emphasis>our</emphasis>
       
   618       reality.  We want it to allow some break with our normal
       
   619       physical laws and history, without affecting too much the
       
   620       overall credibility of the setting.  Players are usually ready
       
   621       and even interest to accept such break with the normal rules of
       
   622       our daily reality, in exchange of some fantasy.</para>
       
   623 
       
   624     <para>But here an important word was said:
       
   625       <emphasis>credibility</emphasis>.  What's make a system
       
   626       credible?  A credible system act in a predictable way when you
       
   627       ask it to simulate different setting aspects.  If the setting
       
   628       say that an experienced fighter will be able to resist easily
       
   629       and with no danger to a peasant, the simulation should represent
       
   630       this by giving greatest chance to the fighter to win against the
       
   631       peasant.  How much exactly is a matter of perception, but here
       
   632       again, another important word was said: the system must be
       
   633       <emphasis>predictable</emphasis>.  With a predictable system,
       
   634       the creator or the GM can adjust the representation of the
       
   635       setting elements in the system, the way she expects them to
       
   636       react, which is certainly the best way to have a credible
       
   637       system.</para>
       
   638 
       
   639     <para>Another important factor for reddish system is about limits.
       
   640       The setting often put some limits on the capacity of many of its
       
   641       elements.  A fighter can't lift more than a certain amount of
       
   642       weight and magic power couldn't change the past for example.
       
   643       Those limits must be represent in the system.  Although those
       
   644       limits can often be directly imposed by the mechanics used in
       
   645       the system, another way is to use a limitless mechanics and to
       
   646       let arbitration imposed such limits.  This make things more
       
   647       complex a little but act like a chameleon mechanism to the
       
   648       system.  So the creator or the GM don't have to change the core
       
   649       mechanics when the setting change, they just have to change the
       
   650       few rules that set the limits.</para>
       
   651 
       
   652     <para>Having a limitless mechanism also give another degree of
       
   653       freedom to the system.  Limitless mechanism act on a more
       
   654       broader range of settings by definition and so have a better
       
   655       Tenacity.  Finding what's the limits of a system is a very good
       
   656       way to evaluate both the red component of a system, as well as
       
   657       its Tenacity.  A system that have some setting elements out of
       
   658       its limits doesn't have a bright red color, and a system that
       
   659       have limits very close to the setting elements usually doesn't
       
   660       have a good Tenacity neither.  System that can move its limits
       
   661       however without big modification also have a good Chameleon
       
   662       freedom.</para>
       
   663 
       
   664     <para>Finally, an important thing to understand about this color
       
   665       it is that's not because you put more details that your system
       
   666       became necessary redder!  Details often just add to the
       
   667       complexity, without giving any real brightness to the red
       
   668       components.  To add brightness to the red color, details must
       
   669       really sustain a dissimilar assets to the setting elements
       
   670       linked to it and this asset must be justified in the
       
   671       setting.</para>
       
   672 
       
   673   </section>
       
   674 
       
   675   <section id="green">
       
   676     <title>The green color</title>
       
   677 
       
   678     <para>The green color is probably the color which is the more
       
   679       affected by the <link linkend="visibility">visibility</link>.
       
   680       Putting a green element on a low visibility aspect of your
       
   681       setting will probably not affect your gaming experience very
       
   682       much, but putting a bright green element on a very visible
       
   683       system can totally change it.</para>
       
   684 
       
   685     <para>The green color is the only one who addresses only system or
       
   686       meta-gaming aspects.  The setting isn't touch by it, at least
       
   687       not directly.  Its importance however is very high if you want
       
   688       to let the setting take some place since a dark green system
       
   689       often take all the place in the game, taking away all the other
       
   690       elements.  The Green color help a lot to not let the system
       
   691       impede into the role playing experience.</para>
       
   692 
       
   693     <para>There is many way to make a system greener, some of them
       
   694       being quite opposed to each other and more a question of
       
   695       balance.  For example, a complex formula can be replace by a
       
   696       chart for a better access, but too many charts is slower than
       
   697       using a generic formula.  There is also a learning curves that
       
   698       can change the color aspect: a system can have a very stiff
       
   699       learning curve (making it very dark green for a beginner) but
       
   700       once learn and some practice add to it, becoming very quick and
       
   701       easy to use (bright green).  The best is to have both aspect
       
   702       together (smooth learning curve and fast resolution time) but
       
   703       it's all a question of tradeoff.</para>
       
   704 
       
   705     <para>Using character classes, not only make the system greener,
       
   706       but can also help to aboard the setting.  Using derived
       
   707       attributes instead of summing them in play can also help, as
       
   708       long as they aren't too much.  This method is especially useful
       
   709       for high visible elements of the system.  There can be many
       
   710       gaming help also like a good index, summary charts for most
       
   711       visible elements, especially on the player character sheet or
       
   712       the game master screen.  Multiple rolls or too much dice can
       
   713       also slow down the game, as well as too complex formula or too
       
   714       many factors.  Try to combine them when needed in just one roll
       
   715       and avoid adding unnecessary randomness.  For example, use the
       
   716       success margin of a <literal>to hit</literal> roll instead of
       
   717       rolling another dice to determine the level of damage can help
       
   718       if the margin of success is easy to determine, or in an
       
   719       opposition roll, let only one opponent roll instead of both: the
       
   720       result will automatically determine the result of the other
       
   721       guy.<footnote>
       
   722 
       
   723         <para>This is good only if that make sense, like in a strength
       
   724           test.  If they are some chance for both opponents to fail
       
   725           simultaneously, just allowing this kind of rolls could
       
   726           tarnish the red color of your system.</para>
       
   727 
       
   728       </footnote></para>
       
   729   </section>
       
   730 
       
   731   <section id="blue">
       
   732     <title>The blue color</title>
       
   733 
       
   734     <para>This color is clearly the more difficult to talk about.
       
   735       Blue is the less <link linkend="tenacitydef">tenacious</link>
       
   736       color and is mostly based on the setting elements.  More over,
       
   737       contrarily to the red color, there is no clear common ground of
       
   738       setting elements that we can consider to be desirable for most
       
   739       settings.  So, the only way we can speak about the blue color,
       
   740       is by speaking about genre.</para>
       
   741 
       
   742     <para>Genre is a very vague term defined as a specific kind of
       
   743       artistic work.  For our concern, we will define genre as a set
       
   744       of different setting elements share between many settings.
       
   745       Genre can overlap between them and a setting can have different
       
   746       genres at the same time.  The most common elements addressed by
       
   747       rules are the following:</para>
       
   748 
       
   749     <variablelist>
       
   750       <varlistentry id="risk">
       
   751         <term>Risk factor</term>
       
   752         <listitem>
       
   753           <para>The risk factor is a common concern of many genres.
       
   754             It measures the importance or consequence of decision by
       
   755             the players.  A very risky setting will put players on
       
   756             their toes, carefully thinking about any decision.  Rare
       
   757             and scarce resources (like hit points), with very hard
       
   758             actions difficulties and possibility of botches, increase
       
   759             this aspect.  High risk factor is popular in the horror
       
   760             genre and some very <emphasis>realistic</emphasis>
       
   761             setting.</para>
       
   762 
       
   763           <para>On the other side, a low risk setting will encourage
       
   764             players to try different things and take risk.  Generous
       
   765             resources or a resolution mechanism allowing impossible
       
   766             actions to be succeed (like destiny points) are different
       
   767             ways to achieve such goals.  Low risk factor is especially
       
   768             popular in the so-called epic and heroic genres.</para>
       
   769             
       
   770           <para>It's not very clear how Fortune mechanics (mechanics
       
   771             primarily based on random elements) can affect this
       
   772             aspect.  A very high fortune system may allow incredible
       
   773             success but also incredible fumbles.  So, how much an
       
   774             open-ended dice affect this factor is not clear at all and
       
   775             can vary.</para>
       
   776         </listitem>
       
   777       </varlistentry>
       
   778       <varlistentry id="destiny">
       
   779         <term>We are heroes</term>
       
   780         <listitem>
       
   781           <para>Heroism is for characters that are kind of chosen by
       
   782             their Gods.  They aren't allow to fail easily nor even to
       
   783             die.  For this, they often have a kind of Destiny points
       
   784             that can be spent at critical moment to avoid a fatal hit
       
   785             or succeed a critical action.  They can also be more
       
   786             powerful than most of the other characters, either by
       
   787             greater statistics, special gifts, or a systematic
       
   788             advantages against their opponents.  Sometime, this
       
   789             systematic advantage is replace by a systematic
       
   790             disadvantage towards minor NPC, which are treated as a
       
   791             single opponent, how many they are.  Those advantages
       
   792             aren't necessary reserved for PC.  Important NPC have
       
   793             often similar advantages and so, constitute greater
       
   794             adversaries for the PC.</para>
       
   795             
       
   796           <para>This aspect is part of many genres, including heroism,
       
   797             action movies, super heroes and often space opera.  They
       
   798             are often link with a low risk factor, although not
       
   799             necessary.</para>
       
   800         </listitem>
       
   801       </varlistentry>
       
   802       <varlistentry>
       
   803         <term>Temptation of the Dark Side</term>
       
   804         
       
   805         <listitem>
       
   806           <para>Temptation is an important part of many fantasy
       
   807             settings (either medieval, modern or space opera) and
       
   808             represent the struggle of passion where a character lost
       
   809             control upon herself.  It is usually represented with a
       
   810             counter that count down (sometime without even the
       
   811             possibility of reversal) and make the player lost the
       
   812             control over her character.  Each time the player do
       
   813             something wrong or are in contact with a temptation, the
       
   814             counter can decrease (may be after a failed test) and the
       
   815             PC must check if it doesn't fall in the dark side (often
       
   816             represent by some frenzy).  The check usually represent
       
   817             just a temporary lost of control, but when the counter
       
   818             goes down to zero, the PC is, must of the time, considered
       
   819             a NPC, and the player must create a new one.</para>
       
   820 
       
   821           <para>Temptation can also take another aspect of opposite
       
   822             values (like Chastity and Lust) going from one side to the
       
   823             other.  Each test failed reinforce the Value on the
       
   824             victorious side, making each new test either more harder
       
   825             to resist. It's usually very hard to change the balance of
       
   826             the pairs of value otherwise.</para>
       
   827         </listitem>
       
   828       </varlistentry>
       
   829     </variablelist>
       
   830 
       
   831     <para>This list is very partial and mostly presented here as
       
   832       examples of blue color rules.  A more complete study of genres
       
   833       and their support in system elements are expected in a future
       
   834       project, not yet plan however.  One important thing to note is
       
   835       that the system is not the more important part into getting the
       
   836       right atmosphere to a setting.  The GM style and the setting is
       
   837       often far more important.  The blue color is more about how a
       
   838       system can support such atmospheres but doesn't necessary create
       
   839       neither guarantee it at all.</para>
       
   840 
       
   841     <section id="metagaming">
       
   842       
       
   843       <title>Meta-gaming elements</title>
       
   844 
       
   845       <para>Meta-gaming elements can be as important to a role-playing
       
   846         game as the system or even the setting.  Why not rules can
       
   847         used them as well to encourage a better role playing
       
   848         experience?  In the color model, system that encourage some
       
   849         positive meta-gaming elements are considered bluer.  This is
       
   850         mostly because positive meta-gaming elements often also
       
   851         encourage to create a better atmosphere for game play.</para>
       
   852       
       
   853       <para>Although citing every way a system can encourage the usage
       
   854         of positive meta-gaming elements to sustain a good playing
       
   855         experience is not the scope of this article, a good example
       
   856         how this can be achieve is by rewarding (either in direct
       
   857         action bonus, or gain of some resources like Destiny points or
       
   858         XP) for good role playing attitude (good description,
       
   859         character sacrifice that increase the drama, etc.), extra work
       
   860         on the character background, or log keeping for the group,
       
   861         etc.  Some games even have very specific mechanism for
       
   862         meta-gaming, like <trademark>Marvel Super Heroes</trademark>'s
       
   863         Humor Points.  One could even encourage other players to
       
   864         participate into this kind of rewarding by allowing them a
       
   865         certain amount of points to give each session to other
       
   866         players.</para>
       
   867     </section>
       
   868 
       
   869   </section>
       
   870 
       
   871   <section id="gds">
       
   872     <title>GDS-derived model and colors</title>
       
   873 
       
   874     <para>The GDS model, also known as <ulink
       
   875       url="http://www.darkshire.org/~jhkim/rpg/styles/faq_v1/faq1.art">Threefold
       
   876       model</ulink> was created to address the concern that many role
       
   877       players have diverse interests in role playing games.  How those
       
   878       aspects are exactly defined or even named vary between people,
       
   879       and how those aspects must be addressed by role playing games
       
   880       vary even more, to the point of complete contradiction between
       
   881       different opinions.  However, I will try to see how system can
       
   882       sustain the different interests expressed in the models, using
       
   883       the colors.  It's clear that, by definition, all colors are
       
   884       important, but we will try to see why they are, and how much,
       
   885       relatively to each other, for each group of interests.</para>
       
   886 
       
   887     <section id="gamist">
       
   888       <title>Gamist interests</title>
       
   889       
       
   890       <para>Gamist interests can be seen as mainly defined by challenge
       
   891         and fair play.  Importance is set to being able to have
       
   892         relatively large set of options to influence the game (and
       
   893         make the challenges interesting), to be able to have good
       
   894         knowledge of the situation for fair decision, and some
       
   895         measurable goals must be set to determine a condition of
       
   896         victory.</para>
       
   897 
       
   898       <para>This is probably the most difficult aspect to determine
       
   899         the right color, but will we go for the <link
       
   900         linkend="red">Red</link> color.  This color is important to
       
   901         provide a good environment for fair play.  If the rules are
       
   902         incoherent, your players will begin to play by the rules
       
   903         instead of letting them go in character, to have some chance
       
   904         of winning.  You'll recognized this by sentences like:
       
   905         <quote>I do this since it gives me a greater bonus</quote>
       
   906         instead of <quote>I do this since it puts me in a better
       
   907         position.</quote></para>
       
   908 
       
   909       <para>The <link linkend="green">Green</link> color is also
       
   910         important, as long as it doesn't remove dissimilarities of
       
   911         assets.  The player should be able to distinguish between
       
   912         different options here and there and their decision shouldn't
       
   913         be simply based on pure luck.  Green rules can still lead to a
       
   914         very good set of options with a lot of complexity in it.
       
   915         Think about games like chess.  Also, green rules allow someone
       
   916         to more quickly be efficient, so the mental abilities of the
       
   917         players become more important than it's knowledge of the game
       
   918         rules, although this can also be taken as an element of
       
   919         competition that please to some gamist oriented
       
   920         players.</para>
       
   921 
       
   922       <para>Finally, the <link linkend="blue">Blue</link> color can
       
   923         sometime help to give players some goals to reach.  This
       
   924         shouldn't be neglected although, sometime, the goal
       
   925         of gamers can be in a more <link
       
   926         linkend="metagaming">meta-gaming</link> level.</para>
       
   927     </section>
       
   928 
       
   929     <section id="dramatist">
       
   930       <title>Dramatist interests</title>
       
   931 
       
   932       <para>Dramatists interests are mostly toward the story line.
       
   933         They tend to consider a good story as the most important part
       
   934         of role playing, with interests directed more toward a good
       
   935         drama then victory or even verisimilitude.  The system must
       
   936         give them greater control upon the events with, if possible,
       
   937         mechanics to create good climax and interesting endings, while
       
   938         sustaining the right atmosphere for the game.</para>
       
   939 
       
   940       <para>The must important color of dramatist is <link
       
   941         linkend="blue">Blue</link>.  A blue system have a lot of
       
   942         elements to favor climax and atmosphere.  The <link
       
   943         linkend="green">Green</link> color is also important since it
       
   944         usually give a little more control in the hand of the GM, and
       
   945         doesn't impede too much into the flow of the game.  Finally,
       
   946         the <link linkend="red">Red</link> have still an important
       
   947         part to play to enforce some verisimilitude of the story, as
       
   948         long as this doesn't contradict with the goals of the
       
   949         story.</para>
       
   950     </section>
       
   951 
       
   952     <section id="simulationnist">
       
   953       <title>Simulationnist interests</title>
       
   954       
       
   955       <para>Simulationist interests are also called Explorer interests
       
   956         and I tend to prefer this latter term.  Explorers are mostly
       
   957         interest in discovering new setting elements, but also, to a
       
   958         minor extend, some elements of the system or even meta-gaming
       
   959         aspects (like how players react to RPG situations).</para>
       
   960 
       
   961       <para>For Simulationists, the <link linkend="red">Red</link>
       
   962         color is the more important.  An inconsistent system will
       
   963         invalidate the exploration experience, making the situation
       
   964         sound not very believable.  The <link
       
   965         linkend="blue">Blue</link> color is also very interesting for
       
   966         this kind of interests, allowing them to better immerse into
       
   967         the game world, sustaining the experience by itself.  Finally,
       
   968         the <link linkend="green">Green</link> color is seen more like
       
   969         a default necessity, the system must be fluid enough to not
       
   970         impede into the exploration experience.</para>
       
   971     </section>
       
   972 
       
   973     <section id="gdscolors">
       
   974       <title>Summary</title>
       
   975 
       
   976       <para>So, Gamers are mostly Orange (Red, Green and Blue),
       
   977         Dramatists are Turquoise (Blue, Green, Red), and
       
   978         Simulationists are Purple (Red, Blue and Green).  This is very
       
   979         near the <link linkend="yellowdef">Clear-Sight Yellow</link>,
       
   980         <link linkend="magentadef">Dramatic Cyan</link> and <link
       
   981         linkend="cyandef">Expressive Magenta</link> of the <xref
       
   982         linkend="colormodel"/>, seen before.  Those colors are called
       
   983         complementary of each other and make me think that the colors
       
   984         model is complementary to the threefold model about role
       
   985         playing games and so shouldn't be ignored when designing game.
       
   986         It make in contrast the fact that's different kind of
       
   987         interests can be addressed by the same system, although some
       
   988         tradeoffs are often necessary.</para>
       
   989     </section>
       
   990 
       
   991   </section>
       
   992 
       
   993   <section id="history">
       
   994     <title>A SCARy history</title>
       
   995 
       
   996     <para>The story of the color model begin with a heat discussion
       
   997       between me and Cédric Lemaire on the createurs-jdr mailing list.
       
   998       The thread subject was about what's a better system, or what's
       
   999       can be ameliorate in a given system, regardless of personal
       
  1000       taste.  We quickly find that we were talking about different
       
  1001       things using the same words, and so that we need to find a
       
  1002       little bit of vocabulary.  After some work, we find up four
       
  1003       qualities upon which we agree that can only be an asset for any
       
  1004       role playing games, with particular definition for each, since
       
  1005       some of this qualities aren't very well defined when applied to
       
  1006       role playing game.</para>
       
  1007 
       
  1008     <para>Months passed and I began to follow the English RPG forums
       
  1009       on Game Design.  I found a lot of new theories about RPG but
       
  1010       nothing like the four qualities we have ended up on the French
       
  1011       mailing list.  I decide to make an attempt to translate them and
       
  1012       call this system SCARF, including a new fifth quality to it, the
       
  1013       Fun factor.  SCARF stand for Simplicity, Coherence,
       
  1014       Adaptability, Realism and Fun, and the definition were very
       
  1015       conceived (for example, a better definition of Realism should
       
  1016       have been Consistency between setting and system).  The awaited
       
  1017       flame war that follow were bigger than I was expecting and I was
       
  1018       a bit surprise.  On a somewhat impulsive reply where it seems
       
  1019       that all this mess where mostly a question of vocabulary, I
       
  1020       ended up to suggest that the SCARy Qualities were replace with
       
  1021       colors.  I set Green for Simplicity, Blue for Coherence, and Red
       
  1022       for Realism.  Adaptability was declared to be Tenacity.</para>
       
  1023 
       
  1024     <para>It ended up that I really like the system.  True, this were
       
  1025       more opaque than the precedent, but the color metaphor bring
       
  1026       with it many different aspects, especially the some undiscover
       
  1027       one, like the fact that Adaptability wasn't truly a Quality by
       
  1028       itself, but a Quality over the other Qualities.  I promise to
       
  1029       get back with a more develop version of the SCAR color model and
       
  1030       return to the createurs-jdr mailing list.  One post and a few
       
  1031       replies later, I quickly added new aspects to the Tenacity
       
  1032       model, dividing it between Tenacity, Chameleon and Transparency.
       
  1033       A remark about <trademark>Légendes</trademark> as a bright green
       
  1034       system once you pass the creation rules made me think about the
       
  1035       Visibility of a rule.  Some more thoughts, and reading from the
       
  1036       Forge make me push Transparency was move from the colors freedom
       
  1037       to the Visibility section and finally to Brightness section
       
  1038       (which was mostly create the same day, with the Darkness Spell
       
  1039       metaphor add to it.).</para>
       
  1040 
       
  1041     <para>That's all for the moment folks, but I think the color model
       
  1042       doesn't have entirely reveal itself and can still reserved some
       
  1043       good surprises.  More works on it is to come soon, I
       
  1044       hope.</para>
       
  1045 
       
  1046   </section>
       
  1047 
       
  1048   <section id="ack">
       
  1049     <title>Acknowledgements</title>
       
  1050 
       
  1051     <para>I would like to thank Cédric Lemaire, with which I develop,
       
  1052       in the context of a very heat flame war, the SCAR model, the
       
  1053       createurs-jdr mailing list members for their first commentary on
       
  1054       this system, John H. Kim, Brian Gleichman and Ron Edwards for
       
  1055       their wonderful works on RPG theory, and the members of the Art
       
  1056       of Game Design RPGnet forum for their inspirational comments that
       
  1057       lead to the colors model.</para>
       
  1058   </section>
       
  1059 
       
  1060 </article>
       
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