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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 lang="fr">
       
     5   <articleinfo>
       
     6     <title>Les couleurs du système</title>
       
     7     <subtitle>Une typologie des mécaniques du jeu de rôle</subtitle>
       
     8     <abstract>
       
     9       <para>La conception de jeux de rôle est un art, <quote>un
       
    10         système de principes et de règles pour obtenir un effet
       
    11         désiré</quote>. Toutefois, c'est un art encore dans ses
       
    12         débuts. Bien que plusieurs modèles existent déjà pour décrire
       
    13         l'expérience d'une partie de jeu de rôle, très peu a été fait
       
    14         en regard aux mécaniques.  Nous avons la description DKF,
       
    15         quelques désignations en regards aux niveaux de concepts ou
       
    16         des éléments de mécaniques mais à peu près rien au sujet des
       
    17         objectifs de ces mécaniques, ou seulement sous une forme très
       
    18         abstraite.  Cet article a pour objectif d'explorer un seul
       
    19         aspect des mécanismes de jeu, soit de déterminer quelles
       
    20         qualités sont nécessaires ou au moins désirables dans tout jeu
       
    21         de rôle.  Ceci, je l'espère, permettra de jeter les bases pour
       
    22         une plus grande caractérisation des règles, afin de soutenir
       
    23         les discussions et l'évaluation de différents systèmes, et,
       
    24         avec l'aide d'autres outils, de créer finalement un véritable
       
    25         science du jeu de rôle.</para>
       
    26     </abstract>
       
    27     <keywordset>
       
    28       <keyword>modèle GDS/GNS</keyword>
       
    29       <keyword>jeu de rôle</keyword>
       
    30       <keyword>conception de système</keyword>
       
    31       <keyword>simulationisme</keyword>
       
    32       <keyword>ludisme</keyword>
       
    33       <keyword>narrativisme</keyword>
       
    34     </keywordset>
       
    35     <author>
       
    36       <firstname>Fabien</firstname>
       
    37       <surname>Niñoles</surname>
       
    38     </author>
       
    39     <copyright>
       
    40       <year>2002-2005</year>
       
    41       <holder>Fabien Niñoles</holder>
       
    42     </copyright>
       
    43 
       
    44     <revhistory>
       
    45       <revision>
       
    46         <revnumber>0.6 :</revnumber>
       
    47         <date>2005-06-25</date>
       
    48         <revdescription>
       
    49           <para>Traduction de la version anglaise à partir de la
       
    50             version 0.5r3.</para>
       
    51         </revdescription>
       
    52       </revision>
       
    53       <revision>
       
    54         <revnumber>0.5r3 :</revnumber>
       
    55         <date>2003-06-02</date>
       
    56         <revdescription>
       
    57           <para>Ajout d'un paragraphe apropos du lien entre Beauté et
       
    58             couleurs.  Ajout de quelques mots-clés au document.  Une
       
    59             petite remarque a été ajoutée dans la section sur
       
    60             l'adaptabilité.</para>
       
    61         </revdescription>
       
    62       </revision>
       
    63       <revision>
       
    64         <revnumber>0.4r4:</revnumber>
       
    65         <date>2003-01-26</date>
       
    66         <revdescription>
       
    67           <para>Beaucoup de petites revisions mineures.  Je me suis
       
    68             trompé dans mes couleurs!  Maintenant, le Magenta
       
    69             Nostalgique est maintenant appelé le Magenta Expressif et
       
    70             le Bleu Rêve est devenu Bleu Immersif.  Je pense beaucoup
       
    71             à ajouter un nouveau chapitre à ce sujet.  Aussi, j'ai
       
    72             modifié le titre puisque ceci est vraiment une typologie
       
    73             des mécaniques.</para>
       
    74         </revdescription>
       
    75       </revision>
       
    76       <revision>
       
    77         <revnumber>0.3r2 :</revnumber>
       
    78         <date>2003-01-10</date>
       
    79         <revdescription>
       
    80           <para>Ajout de la Brillance.  J'ai déplacé la Transparence
       
    81             dans la Brillance et ajouté une note au sujet de la
       
    82             différence entre un système transparent une
       
    83             <emphasis>Couleur</emphasis> Transparente.</para>
       
    84         </revdescription>
       
    85       </revision>
       
    86       <revision>
       
    87         <revnumber>0.2 :</revnumber>
       
    88         <date>2003-01-10</date>
       
    89         <revdescription>
       
    90           <para>Première version publiée.</para>
       
    91         </revdescription>
       
    92       </revision>
       
    93       <revision>
       
    94         <revnumber>0.1 :</revnumber>
       
    95         <date>2003-01-01</date>
       
    96         <revdescription>
       
    97           <para>Version inition (incomplète).</para>
       
    98         </revdescription>
       
    99       </revision>
       
   100     </revhistory>
       
   101   </articleinfo>
       
   102   <section id="intro">
       
   103     <title>Introduction</title>
       
   104     
       
   105     <para>Quel est l'art de la conception de jeu.  Le Webster 1913
       
   106       défini l'art comme étant (entre autre) un système de règles et
       
   107       de principes pour atteindre une fin désirée.  Alors, quels sont
       
   108       ces règles, ces principes, et plus important encore, cette fin
       
   109       désirée?  Pour cette dernière question, je pense qu'il peut y
       
   110       avoir autant de réponses qu'il y a de joueurs.  Bien que
       
   111       plusieurs aient définis et décris en détails les motivations des
       
   112       joueurs, peu a été fait en ce qui concerne comment ces buts
       
   113       peuvent être atteints.</para>
       
   114 
       
   115     <para>Le but de cet article est de faire un pas de plus dans cette
       
   116       direction.  Ce que j'essaye de faire est de répondre à cette
       
   117       seule question: <quote>Qu'est-ce qui est désirable, sinon
       
   118       nécessaire, dans tout jeu de rôle?</quote> Cette question est
       
   119       très difficile car la plupart des jeux de rôle semble avoir
       
   120       différents objectifs, différents environnements, différentes
       
   121       façons de faire du jeu de rôle une expérience amusante et
       
   122       agréable.  Étrangement, toutefois, un certain consensus laisse
       
   123       percevoir que cet obstacle initial sera le plus facile.  Le plus
       
   124       gros obstacle sera plutôt au niveau du vocabulaire, ou plutôt du
       
   125       manque d'un vocabulaire commun parmi les concepteurs.  Personne
       
   126       ne semble avoir la même façon d'appeler les choses, que ce soit
       
   127       en français ou en anglais.  Aussi, les gens utilisent souvent
       
   128       les mêmes mots pour parler de choses différentes, ce qui ne fait
       
   129       qu'ajouter à la confusion.  Alors, pour éviter ce problème, j'ai
       
   130       choisi une approche légèrement différente: j'utiliserai une
       
   131       métaphore artificielle, celle des couleurs.  Hélas, une couleur
       
   132       ne voulant pas dire grand chose pour un concepteur, j'y ai
       
   133       adjoint un adjectif afin d'aider à en faire un outil de
       
   134       communication suffisamment clair pour aider à la mémorisation et
       
   135       à la compréhension du texte par un nouveau lecteur.</para>
       
   136 
       
   137     <para>La première version de ce papier sera seulement au sujet de
       
   138       la couleur des mécaniques, accompagné de quelques courts
       
   139       exemples.  Je planifie toutefois d'y ajouter d'autres éléments,
       
   140       spécifiquement au sujet des différents aspects du jeu de rôle,
       
   141       comme le liens entre les Couleurs et les typologies existantes,
       
   142       comme le GNS.  Mais pour commencer, nous devons définir ce
       
   143       qu'est un jeu de rôle et son système.</para>
       
   144 
       
   145   </section>
       
   146 
       
   147   <section id="rpgdef">
       
   148     <title>Qu'est-ce qu'un jeu de rôle?</title>
       
   149 
       
   150     <para>This section is not about defining in details what's a role
       
   151       playing game but mostly to propose a common vocabulary about
       
   152       what constitutes a role playing game, so that we can know what
       
   153       we are talking about.  A typical role playing game can be seen
       
   154       to be constituted of two parts:</para>
       
   155 
       
   156     <itemizedlist>
       
   157       <listitem>
       
   158         <para>a description of an imaginary universe called the
       
   159           <emphasis>setting</emphasis>;</para>
       
   160       </listitem>
       
   161       <listitem>
       
   162         <para>a set of rules to handle events resolution in the
       
   163           setting, called the <emphasis>system</emphasis>.</para>
       
   164       </listitem>
       
   165     </itemizedlist>
       
   166     
       
   167     <para>Usually, the setting is divided in many more elements, like
       
   168       the characters we can encounter in this particular universe, the
       
   169       environment (either social, technological, historical and/or
       
   170       geographical) in which those characters evolve, examples of
       
   171       situations those characters can encounter, as well as notes
       
   172       about the intended atmosphere of this universe.  Some or even
       
   173       all of those elements can be omitted or more or less detailed.
       
   174       When most elements are omitted, or without specified with much
       
   175       details, we call this kind of system universal or generic.  I
       
   176       prefer the second appellation because, although most generic
       
   177       system pretend to be usable in any setting, they are often just
       
   178       a generalization of one or many settings, sharing some common
       
   179       elements.  Except for this small difference, we will now only
       
   180       talk about setting and generic setting as a whole, without
       
   181       addressing more concerns about their internal elements.  Is not
       
   182       that those elements aren't important in designing a good role
       
   183       playing game, but it's a way to stay on our focus.</para>
       
   184 
       
   185     <para>Systems are also often divided into multiple parts,
       
   186       classified in multiple differents ways, etc.  Systems often even
       
   187       contains some elements of setting, like particularity of the
       
   188       environment.  For now, we just want to consider systems as a
       
   189       whole.  We only make one distinction: system elements that
       
   190       contain no element which can be considered part of the setting
       
   191       would be called mechanics, and mechanics or system elements that
       
   192       contains or describe part of the setting (including situational
       
   193       elements like combat or character description) will be called
       
   194       rules.  This is certainly not enough for a more in-depth
       
   195       exploration of system composition but it will be sufficient for
       
   196       our purpose.</para>
       
   197 
       
   198     <para>Meta-gaming elements are elements often external to a role
       
   199       playing game.  They included things like the location where the
       
   200       game is set, the current mood of the players, their perception
       
   201       of the reality, the quality (access, language, medium) of
       
   202       communication between them, the presence of materials, their
       
   203       relationship, etc. They are aspects of the gaming experience
       
   204       which can be seen as out of the current setting but are still
       
   205       part of the role playing experience.  Some systems or even
       
   206       setting elements can influence or help to make some meta-gaming
       
   207       elements either less intrusive or more fun and interesting.
       
   208       They can also adapt to accommodate some less optimal meta-gaming
       
   209       elements, like the presence of a noisy environment.  Meta-gaming
       
   210       elements can often influenced both (although the designer have
       
   211       mostly no control over them except written recommendation) and
       
   212       some role playing games even used them to enhance the role
       
   213       playing experience.</para>
       
   214 
       
   215   </section>
       
   216 
       
   217   <section id="colormodel">
       
   218     <title>The color model</title>
       
   219 
       
   220     <para>The color model are composed of the three primary additive
       
   221       colors: red, green and blue.  Just like any colors, some people
       
   222       prefers some of them more than the others.  That's OK, from
       
   223       taste and colors, one can't discuss.  However, we want to make a
       
   224       small exception to this rule: we will supposed that everyone
       
   225       will prefer bright colors instead of darker one.  Brightness
       
   226       represent the adherence of a system to a specific color (mix are
       
   227       allowed).  So, since we supposed that any color are at least
       
   228       desirable, you'll always prefer a brighter mechanic instead of a
       
   229       darker one, as long as it is of the right color.  Take note that
       
   230       a system that mix all colors will be white and bright.  And a
       
   231       system that have no color at all will be black.  Maybe you still
       
   232       prefer darker colors in real life (like most role players, if
       
   233       you look at the way most of them are dressed up), but make a
       
   234       small effort now or use negative vision.  Elsewhere, you'll just
       
   235       fall in the darker side of role playing game, full of munchkins
       
   236       and rules lawyers.  Are you sure you want to go there?</para>
       
   237 
       
   238     <para>To help to better understand the concept behind each color,
       
   239       especially when talking to a non-initiate, an adjective is
       
   240       added to each of them.  You are free to used it when you think
       
   241       is necessary but try to make a link to this page for reference
       
   242       so people know what you are talking about.</para>
       
   243 
       
   244     <para>Here is the three primary colors and their definitions:</para>
       
   245     
       
   246     <variablelist>
       
   247       <varlistentry id="reddef">
       
   248         <term>Consistent Red</term>
       
   249         
       
   250         <listitem>
       
   251           <para>Consistent Red is the color of system that are
       
   252             consistent with the setting elements they are supposed to
       
   253             describe.  If your setting describe, or more often
       
   254             suppose, swords as more lethal than daggers, the system
       
   255             should respect this and not make daggers equally or more
       
   256             lethal than swords. A dark red system tend to interfere
       
   257             with <literal>Suspension of Disbelief</literal>. Break in
       
   258             Suspension of Disbelief is a phenomena which can be best
       
   259             described as players rolling their eyes toward you, the
       
   260             mouth wide open in an expression of incredulity, and
       
   261             leaving your table to never came back again (and no,
       
   262             that's not because their lost their way to the
       
   263             refrigerator).  Red was chose because of the its relation
       
   264             with this <emphasis>stop attitude</emphasis>, as well as
       
   265             the tendency of very high red system to be a bit bloody in
       
   266             action.  <emphasis>This is not, however, a universal
       
   267             characteristic!</emphasis></para>
       
   268 
       
   269           <para>A good example of system with a strong red color is
       
   270             <trademark>RoleMaster</trademark> with their very detailed
       
   271             systems for med-fan universe<footnote> 
       
   272               
       
   273               <para>Really, I'm not sure if this is a good example.
       
   274                 Any better suggestions welcome.</para>
       
   275 
       
   276             </footnote>.</para>
       
   277         </listitem>
       
   278       </varlistentry>
       
   279       <varlistentry id="greendef">
       
   280         <term>Fluid<footnote>
       
   281 
       
   282             <para>Don't like this name but I want to avoid using
       
   283               Simple in it, since Green is much more than only
       
   284               Simplicity.  Fluid is currently the only word I can
       
   285               think.</para>
       
   286 
       
   287           </footnote> Green</term>
       
   288         
       
   289         <listitem>
       
   290           <para>Fluid Green system are easy to learn and have often
       
   291             low search and resolution time.  They can however have a
       
   292             lot of options to chose from, as long as those options are
       
   293             clear and easy to handle.  Those systems are often perfect
       
   294             for beginners or people wanting quick pace systems,
       
   295             without stopping to details.  This is two good reasons to
       
   296             give them the green color, this color being often
       
   297             associated with beginners and speed.</para>
       
   298 
       
   299           <para>A good example of a green system is <trademark
       
   300             class="copyright">The Window</trademark>, a free RPG game
       
   301             with very simple mechanics.</para>
       
   302         </listitem>
       
   303       </varlistentry>
       
   304 
       
   305       <varlistentry id="bluedef">
       
   306         <term>Immersive Blue</term>
       
   307         <listitem>
       
   308           <para>Immersive Blue rules help to sustain a particular
       
   309             atmosphere in a game.  This atmosphere can be either
       
   310             dramatic, heroic, epic, scary, peaceful, imaginative, or
       
   311             all of them at the same time.  Just like the Consistent
       
   312             Red, blue rules are strongly associated with the setting.
       
   313             Blue was chose because of its association with atmosphere
       
   314             and emotions.</para>
       
   315 
       
   316           <para>One of the bluest system that the author know is
       
   317             <trademark class="copyright">eight</trademark>, a free RPG
       
   318             where all of the few rules participate to the setting
       
   319             atmosphere.</para>
       
   320         </listitem>
       
   321       </varlistentry>
       
   322     </variablelist>
       
   323 
       
   324     <para>All of the three colors can be mixed together, in different
       
   325       quantities.  This give us 4 more different colors<footnote>
       
   326 
       
   327         <para>Remember, this is the three
       
   328           <emphasis>additive</emphasis> primary colors, just like your
       
   329           television but unlike water painting, which used primary
       
   330           <emphasis>subtractive</emphasis> colors.</para>
       
   331 
       
   332       </footnote>:</para>
       
   333 
       
   334     <variablelist>
       
   335       <varlistentry id="yellowdef">
       
   336         <term>Clear-Sight Yellow (Red and Green)</term>
       
   337 
       
   338         <listitem>
       
   339           <para>Usually, when you want brighter red, you compromise on
       
   340             a darker green, and when you want brighter green, you
       
   341             often compromise with darker red.  So this color is quite
       
   342             rare, and yellow rules are real pearl of wisdom.  Yellow
       
   343             systems are able to give a maximum of consistency and
       
   344             details from your setting, without removing speed and ease
       
   345             of play.  They promised really good play for those who
       
   346             like to explore different elements of the setting.</para>
       
   347 
       
   348           <para>As I said, yellow rules are quite rare.  Yellow
       
   349             systems even more.  I failed to see a system where this
       
   350             color dominate.  If you think you have one, please tell
       
   351             me.</para>
       
   352         </listitem>
       
   353       </varlistentry>
       
   354       <varlistentry id="cyandef">
       
   355         <term>Dramatic Cyan (Green and Blue)</term>
       
   356         
       
   357         <listitem>
       
   358           <para>One of the most popular color in new games presently.
       
   359             The Cyan systems bring to front a very narrative aspect
       
   360             with quick pace and easy rules.  Consistent is not really
       
   361             important since GM will just adjust the plot consequently.
       
   362             This however give somewhat limited play and one should be
       
   363             careful with the Suspension of Disbelief syndrome which
       
   364             often augment with those kind of systems.</para>
       
   365 
       
   366           <para>One popular example of Cyan systems are
       
   367             <trademark>Nobilis</trademark> and the
       
   368             <trademark>Storyteller</trademark> system (at least by
       
   369             intentions).</para>
       
   370         </listitem>
       
   371       </varlistentry>
       
   372       <varlistentry id="magentadef">
       
   373         <term>Expressive Magenta (Red and Blue)</term>
       
   374 
       
   375         <listitem>
       
   376           <para>A rare combination: Magenta systems tend to immersed
       
   377             you into details.  <emphasis>Many</emphasis> details.  You
       
   378             will be transport in a world where everything, actions or
       
   379             materials, are described to the finest element.  The trap
       
   380             is that, too often, the lack of green in those systems
       
   381             lead to a very hard to use and very slow progression of
       
   382             the action.  The players must be patient or the GM a real
       
   383             expert to be able to handle such systems.</para>
       
   384 
       
   385           <para>Good examples of those systems included mostly
       
   386             science-fiction or military oriented settings.
       
   387             <trademark>Heavy Gear</trademark> can be described as one
       
   388             of them under certain aspects.</para>
       
   389         </listitem>
       
   390       </varlistentry>
       
   391       <varlistentry id="whitedef">
       
   392         <term>Pure White (Red, Green and Blue)</term>
       
   393         
       
   394         <listitem>
       
   395           <para>White system can be think as the perfect system and
       
   396             can be easy obtain for a very limited and specific
       
   397             setting.  However, such settings are often very limited in
       
   398             use and, as we will see later, white system tend to dilute
       
   399             (we call this a lack of Tenacity) and get darker very
       
   400             easily.</para>
       
   401 
       
   402           <para>I have no really good example of such systems.  As
       
   403             said, most white system tend to became darker with usage
       
   404             and/or a new color quickly dominate.</para>
       
   405         </listitem>
       
   406       </varlistentry>
       
   407     </variablelist>
       
   408 
       
   409   </section>
       
   410 
       
   411   <section id="freedom">
       
   412     <title>Freedom</title>
       
   413 
       
   414     <para>Since both the red and blue colors have deep root in the
       
   415       setting, we also want to know how colors are affect by change to
       
   416       the setting.  For this, we defined two different movements or
       
   417       degrees of freedom for the color:</para>
       
   418 
       
   419     <variablelist>
       
   420       <varlistentry id="tenacitydef">
       
   421         <term>Tenacity</term>
       
   422 
       
   423         <listitem>
       
   424           <para>Tenacity represent how much a system retains the same
       
   425             color when the setting change.  This is a researched
       
   426             quality for generic systems, but also for RPG with a very
       
   427             diversified setting.  Systems that are limited to a few
       
   428             character types or situations (like only combat) doesn't
       
   429             need a great Tenacity in their colors.</para>
       
   430 
       
   431           <para>Example of system with a good Tenacity is
       
   432           <trademark>GURPS</trademark>.</para>
       
   433         </listitem>
       
   434       </varlistentry>
       
   435       <varlistentry id="chameleondef">
       
   436         <term>Chameleon</term>
       
   437         
       
   438         <listitem>
       
   439           <para>Chameleon systems are able to change their colors to
       
   440             fit better with the new setting.  This is a very rare
       
   441             quality, mostly research for generic system.</para>
       
   442 
       
   443           <para>The only system I know which try to be chameleon is
       
   444             <trademark>Multiverser</trademark>, a system with a bias
       
   445             parameter for fitting with different universes.</para>
       
   446         </listitem>
       
   447       </varlistentry>
       
   448     </variablelist>
       
   449 
       
   450     <para>Both degrees of freedom can appear together for a particular
       
   451       system and react differently.  They can also keep their quality
       
   452       only for a specific range of settings.  For example, the D&amp;D
       
   453       system has a Tenacity mostly in general medieval-fantastic
       
   454       settings.<footnote>
       
   455         
       
   456         <para>I think the best way to describe of this components is
       
   457           talking about inertia and direction changes, but this add a
       
   458           new level of metaphor so I ended up inventing new terms that will
       
   459           fit better with the metaphor.  What do you think about?</para>
       
   460 
       
   461       </footnote></para>
       
   462 
       
   463     <remark>I currently doesn't like this section much.  The old idea
       
   464       behind adaptability is not well enough represent.  But for this,
       
   465       I should probably work a little more with the background
       
   466       setting.</remark>
       
   467 
       
   468   </section>
       
   469 
       
   470   <section id="beauty">
       
   471     <title>Beauty of the system</title>
       
   472 
       
   473     <para>The colors aren't the only important qualities of a system.
       
   474       One very important, if not the most important one, is the fun
       
   475       factor.  We are doing role playing for only one thing: having
       
   476       fun.  However, fun is a very personal thing where everyone have
       
   477       opinion about.  Some people can find one system fun and other
       
   478       can find them dull.  Since fun are <quote>in the eye of the
       
   479       beholder</quote>, we use another quality related to our painting
       
   480       metaphor that have the same characteristic: Beauty.</para>
       
   481 
       
   482     <para>Why some people find something beautiful and not something
       
   483       else?  Well, there is too much factors to enumerate all of them,
       
   484       but colors can have something to do with it.  Someone can prefer
       
   485       the red color, and another one will prefer a yellow color.  Same
       
   486       thing for mechanics.  Some people can prefer Red Mechanics,
       
   487       other want Yellow mechanics and dislike Blue mechanics.  Could
       
   488       you satisfy all of them?  Well, the golden rule in RPG is that
       
   489       if you dislike a rule, ignored it.  It's very easy to ignore a
       
   490       rule, less easy to change it or replace it.  In the color
       
   491       metaphore, this is equivalent to wearing colorized glasses.  If
       
   492       you have some white light and wear yellow glasses, you'll see
       
   493       the world in yellow.  But if you only have blue light, your
       
   494       yellow glasses will block it and you'll see nothing.  Same thing
       
   495       for mechanics.  White mechanics are good because you can please
       
   496       everyone by simply using the right filter on everyone.  If one
       
   497       color is lacking, however, whatever the color of your glasses,
       
   498       you will not be able to create it, except if the mechanics is
       
   499       sufficiently <link linkend="transparency">Transparent</link>, a
       
   500       matter we will see later in <xref linkend="brightness"/>.</para>
       
   501 
       
   502   </section>
       
   503 
       
   504   <section id="visibility">
       
   505     <title>The visibility of the rules</title>
       
   506     
       
   507     <para>Systems are composed of rules, but not all rules are
       
   508       necessary of the same color.  How each rule influence the global
       
   509       system apparency is called the visibility of the rule.
       
   510       Visibility represent mostly how often a rule can be used and
       
   511       what will be their influence on the current game.  This is an
       
   512       important aspect when designing a role playing system.  Often,
       
   513       you can make a tradeoff in a not so much visible aspect of the
       
   514       system without affecting the whole color.  By
       
   515       <emphasis>hiding</emphasis> such color into less visible aspect,
       
   516       you can, for example, achieve an overall more reddish system,
       
   517       without necessary affecting the green brightness.</para>
       
   518 
       
   519     <para>Visible rules are often the resolution mechanism, combat
       
   520       rules (in action oriented settings) and PC statistics.  Less
       
   521       visible rules are often the initial creation mechanism (you just
       
   522       used it once) and evolution mechanics of the character (which
       
   523       usually only happens at the end of a game).</para>
       
   524 
       
   525   </section>
       
   526 
       
   527   <section id="brightness">
       
   528     <title>Brightness and Transparency</title>
       
   529 
       
   530     <para>Before going further, a little more clarification is needed.
       
   531       What is Brightness?  How it affects the role playing
       
   532       experience?</para>
       
   533 
       
   534     <para>Well, Brightness in this model looks more like a spell of
       
   535       Light, and is opposite, the spell of Darkness.  Dark colors will
       
   536       not only have a low effect but even make your settings and your
       
   537       whole role playing experience <emphasis>darker</emphasis>, which
       
   538       means less fun and less interesting.  On the opposite way, a
       
   539       brighter system will not only let your setting and GM talents
       
   540       show up, but will enhance your experience, sustaining and even
       
   541       creating a more fun and entertaining experience.</para>
       
   542 
       
   543     <para>So one should not think that ignoring a color will do no
       
   544       harm.  All colors are necessary, but some settings and/or GM can
       
   545       provide their own light to the role playing experience and so
       
   546       don't need much.  So, the point where a rule color switch from
       
   547       being dark to bright really depends on the quality of the
       
   548       setting and the talents of the GM.  A beginner GM will find a
       
   549       system very bright that a more experienced GM will find too dark
       
   550       for him.  This is however not a good reason to compare GM with
       
   551       the color system.  How a GM can make a system looks Greener,
       
   552       Bluer or Redder for the players it's an open question not
       
   553       address in this article.  Same thing about the settings.  But
       
   554       it's clear that the brighter the system, the best it can help
       
   555       the GM to make a good role playing experience for his players,
       
   556       and fit the needs of more GM.</para>
       
   557 
       
   558     <section id="transparency">
       
   559       <title>Transparency</title>
       
   560       
       
   561       <para>There is some system which depends a lot on the GM
       
   562         abilities to bring some brightness to it.  We call this
       
   563         characteristic Transparency.  A Transparent system let the GM
       
   564         take more decisions about the right way to handle differents
       
   565         situations.  They have a very low strictness, often just
       
   566         providing guidelines on how to interpret some results,
       
   567         determine difficulty, or even how to resolve differents
       
   568         situations.</para>
       
   569 
       
   570       <para>There are two common misconceptions with Transparent
       
   571         systems.  The first is that Transparent System necessary
       
   572         Green.  This is not true at all.  By letting the GM abilities
       
   573         take care of many aspects of the role playing experience,
       
   574         transparent system are mainly for mature and experienced
       
   575         players, which is the opposite of some Green qualities.</para>
       
   576 
       
   577       <para>The other misconception is that Green systems are
       
   578         Transparent.  This misconception is part due to the fact that
       
   579         Green systems seems to go mostly with the flow that we have
       
   580         the impression that the system is absent, the game going by
       
   581         itself.  This is a quality of Green systems, not Transparent
       
   582         one, although that with a good GM, it can be seen this way.
       
   583         In fact, transparent systems take more easily the color the GM
       
   584         want and, for this, looks a lot like <link
       
   585         linkend="chameleondef">Chameleon</link> systems.<footnote>
       
   586           
       
   587           <para>Transparent system denomination is often in a more
       
   588             broad context than here.  The right definition seems to
       
   589             vary a lot and so, I prefer to make my own.  Generally
       
   590             speaking, what people seems to call transparent systems
       
   591             seems to be more a kind of either Bright Green or
       
   592             Transparent systems in the Colors model.  Try to not
       
   593             confuse people by specifying clearly that you are talking
       
   594             about Transparent Color systems.</para>
       
   595 
       
   596         </footnote></para>
       
   597 
       
   598       <para>Transparency, however, is not necessary a goal desirable
       
   599         for any RPG system.  As we have said, Transparent system can
       
   600         be very hard on newcomers to RPG.  They need some experience
       
   601         from the GM and also the players to make the role playing
       
   602         experience fun and interesting.  Transparent systems provide
       
   603         no light by them self, but also no darkness.  So, if you're an
       
   604         experienced GM or aim your game to experienced GM, transparent
       
   605         system can be great.</para>
       
   606 
       
   607       <para>Examples of transparent systems include <trademark
       
   608         class="copyright">The Window</trademark> and <trademark>Hero
       
   609         Wars</trademark>.</para>
       
   610 
       
   611     </section>
       
   612 
       
   613   </section>
       
   614 
       
   615   <section id="red">
       
   616     <title>The red color</title>
       
   617 
       
   618     <para>Consistent Red elements of a particular system are hard to
       
   619       define.  The first thing to know when trying to set the red part
       
   620       of a system (or to evaluate the red component of a system) is to
       
   621       know what's the particular element of the setting which is
       
   622       currently simulate and how this element must be and behave.  For
       
   623       most setting elements, the creator simply doesn't know.</para>
       
   624 
       
   625     <para>A common assumption is to considered the setting as an image
       
   626       of our reality.  This assumption is good most of the time except
       
   627       that there is also many parts, not always explicitly state as
       
   628       so, that differs from our reality laws.  For example, we want
       
   629       our characters to be greater than normal, to have special
       
   630       powers, to not die easily and we have this special race which
       
   631       are incredibly big or small and which could not have survived
       
   632       within our physical laws or those spaceships that can warp the
       
   633       universe using an improbability motor.  For all of this, as well
       
   634       as for avoiding useless complication, we normally don't want our
       
   635       system to be an exact simulation of <emphasis>our</emphasis>
       
   636       reality.  We want it to allow some break with our normal
       
   637       physical laws and history, without affecting too much the
       
   638       overall credibility of the setting.  Players are usually ready
       
   639       and even interest to accept such break with the normal rules of
       
   640       our daily reality, in exchange of some fantasy.</para>
       
   641 
       
   642     <para>But here an important word was said:
       
   643       <emphasis>credibility</emphasis>.  What's make a system
       
   644       credible?  A credible system act in a predictable way when you
       
   645       ask it to simulate different setting aspects.  If the setting
       
   646       say that an experienced fighter will be able to resist easily
       
   647       and with no danger to a peasant, the simulation should represent
       
   648       this by giving greatest chance to the fighter to win against the
       
   649       peasant.  How much exactly is a matter of perception, but here
       
   650       again, another important word was said: the system must be
       
   651       <emphasis>predictable</emphasis>.  With a predictable system,
       
   652       the creator or the GM can adjust the representation of the
       
   653       setting elements in the system, the way she expects them to
       
   654       react, which is certainly the best way to have a credible
       
   655       system.</para>
       
   656 
       
   657     <para>Another important factor for reddish system is about limits.
       
   658       The setting often put some limits on the capacity of many of its
       
   659       elements.  A fighter can't lift more than a certain amount of
       
   660       weight and magic power couldn't change the past for example.
       
   661       Those limits must be represent in the system.  Although those
       
   662       limits can often be directly imposed by the mechanics used in
       
   663       the system, another way is to use a limitless mechanics and to
       
   664       let arbitration imposed such limits.  This make things more
       
   665       complex a little but act like a chameleon mechanism to the
       
   666       system.  So the creator or the GM don't have to change the core
       
   667       mechanics when the setting change, they just have to change the
       
   668       few rules that set the limits.</para>
       
   669 
       
   670     <para>Having a limitless mechanism also give another degree of
       
   671       freedom to the system.  Limitless mechanism act on a more
       
   672       broader range of settings by definition and so have a better
       
   673       Tenacity.  Finding what's the limits of a system is a very good
       
   674       way to evaluate both the red component of a system, as well as
       
   675       its Tenacity.  A system that have some setting elements out of
       
   676       its limits doesn't have a bright red color, and a system that
       
   677       have limits very close to the setting elements usually doesn't
       
   678       have a good Tenacity neither.  System that can move its limits
       
   679       however without big modification also have a good Chameleon
       
   680       freedom.</para>
       
   681 
       
   682     <para>Finally, an important thing to understand about this color
       
   683       it is that's not because you put more details that your system
       
   684       became necessary redder!  Details often just add to the
       
   685       complexity, without giving any real brightness to the red
       
   686       components.  To add brightness to the red color, details must
       
   687       really sustain a dissimilar assets to the setting elements
       
   688       linked to it and this asset must be justified in the
       
   689       setting.</para>
       
   690 
       
   691   </section>
       
   692 
       
   693   <section id="green">
       
   694     <title>The green color</title>
       
   695 
       
   696     <para>The green color is probably the color which is the more
       
   697       affected by the <link linkend="visibility">visibility</link>.
       
   698       Putting a green element on a low visibility aspect of your
       
   699       setting will probably not affect your gaming experience very
       
   700       much, but putting a bright green element on a very visible
       
   701       system can totally change it.</para>
       
   702 
       
   703     <para>The green color is the only one who addresses only system or
       
   704       meta-gaming aspects.  The setting isn't touch by it, at least
       
   705       not directly.  Its importance however is very high if you want
       
   706       to let the setting take some place since a dark green system
       
   707       often take all the place in the game, taking away all the other
       
   708       elements.  The Green color help a lot to not let the system
       
   709       impede into the role playing experience.</para>
       
   710 
       
   711     <para>There is many way to make a system greener, some of them
       
   712       being quite opposed to each other and more a question of
       
   713       balance.  For example, a complex formula can be replace by a
       
   714       chart for a better access, but too many charts is slower than
       
   715       using a generic formula.  There is also a learning curves that
       
   716       can change the color aspect: a system can have a very stiff
       
   717       learning curve (making it very dark green for a beginner) but
       
   718       once learn and some practice add to it, becoming very quick and
       
   719       easy to use (bright green).  The best is to have both aspect
       
   720       together (smooth learning curve and fast resolution time) but
       
   721       it's all a question of tradeoff.</para>
       
   722 
       
   723     <para>Using character classes, not only make the system greener,
       
   724       but can also help to aboard the setting.  Using derived
       
   725       attributes instead of summing them in play can also help, as
       
   726       long as they aren't too much.  This method is especially useful
       
   727       for high visible elements of the system.  There can be many
       
   728       gaming help also like a good index, summary charts for most
       
   729       visible elements, especially on the player character sheet or
       
   730       the game master screen.  Multiple rolls or too much dice can
       
   731       also slow down the game, as well as too complex formula or too
       
   732       many factors.  Try to combine them when needed in just one roll
       
   733       and avoid adding unnecessary randomness.  For example, use the
       
   734       success margin of a <literal>to hit</literal> roll instead of
       
   735       rolling another dice to determine the level of damage can help
       
   736       if the margin of success is easy to determine, or in an
       
   737       opposition roll, let only one opponent roll instead of both: the
       
   738       result will automatically determine the result of the other
       
   739       guy.<footnote>
       
   740 
       
   741         <para>This is good only if that make sense, like in a strength
       
   742           test.  If they are some chance for both opponents to fail
       
   743           simultaneously, just allowing this kind of rolls could
       
   744           tarnish the red color of your system.</para>
       
   745 
       
   746       </footnote></para>
       
   747   </section>
       
   748 
       
   749   <section id="blue">
       
   750     <title>The blue color</title>
       
   751 
       
   752     <para>This color is clearly the more difficult to talk about.
       
   753       Blue is the less <link linkend="tenacitydef">tenacious</link>
       
   754       color and is mostly based on the setting elements.  More over,
       
   755       contrarily to the red color, there is no clear common ground of
       
   756       setting elements that we can consider to be desirable for most
       
   757       settings.  So, the only way we can speak about the blue color,
       
   758       is by speaking about genre.</para>
       
   759 
       
   760     <para>Genre is a very vague term defined as a specific kind of
       
   761       artistic work.  For our concern, we will define genre as a set
       
   762       of different setting elements share between many settings.
       
   763       Genre can overlap between them and a setting can have different
       
   764       genres at the same time.  The most common elements addressed by
       
   765       rules are the following:</para>
       
   766 
       
   767     <variablelist>
       
   768       <varlistentry id="risk">
       
   769         <term>Risk factor</term>
       
   770         <listitem>
       
   771           <para>The risk factor is a common concern of many genres.
       
   772             It measures the importance or consequence of decision by
       
   773             the players.  A very risky setting will put players on
       
   774             their toes, carefully thinking about any decision.  Rare
       
   775             and scarce resources (like hit points), with very hard
       
   776             actions difficulties and possibility of botches, increase
       
   777             this aspect.  High risk factor is popular in the horror
       
   778             genre and some very <emphasis>realistic</emphasis>
       
   779             setting.</para>
       
   780 
       
   781           <para>On the other side, a low risk setting will encourage
       
   782             players to try different things and take risk.  Generous
       
   783             resources or a resolution mechanism allowing impossible
       
   784             actions to be succeed (like destiny points) are different
       
   785             ways to achieve such goals.  Low risk factor is especially
       
   786             popular in the so-called epic and heroic genres.</para>
       
   787             
       
   788           <para>It's not very clear how Fortune mechanics (mechanics
       
   789             primarily based on random elements) can affect this
       
   790             aspect.  A very high fortune system may allow incredible
       
   791             success but also incredible fumbles.  So, how much an
       
   792             open-ended dice affect this factor is not clear at all and
       
   793             can vary.</para>
       
   794         </listitem>
       
   795       </varlistentry>
       
   796       <varlistentry id="destiny">
       
   797         <term>We are heroes</term>
       
   798         <listitem>
       
   799           <para>Heroism is for characters that are kind of chosen by
       
   800             their Gods.  They aren't allow to fail easily nor even to
       
   801             die.  For this, they often have a kind of Destiny points
       
   802             that can be spent at critical moment to avoid a fatal hit
       
   803             or succeed a critical action.  They can also be more
       
   804             powerful than most of the other characters, either by
       
   805             greater statistics, special gifts, or a systematic
       
   806             advantages against their opponents.  Sometime, this
       
   807             systematic advantage is replace by a systematic
       
   808             disadvantage towards minor NPC, which are treated as a
       
   809             single opponent, how many they are.  Those advantages
       
   810             aren't necessary reserved for PC.  Important NPC have
       
   811             often similar advantages and so, constitute greater
       
   812             adversaries for the PC.</para>
       
   813             
       
   814           <para>This aspect is part of many genres, including heroism,
       
   815             action movies, super heroes and often space opera.  They
       
   816             are often link with a low risk factor, although not
       
   817             necessary.</para>
       
   818         </listitem>
       
   819       </varlistentry>
       
   820       <varlistentry>
       
   821         <term>Temptation of the Dark Side</term>
       
   822         
       
   823         <listitem>
       
   824           <para>Temptation is an important part of many fantasy
       
   825             settings (either medieval, modern or space opera) and
       
   826             represent the struggle of passion where a character lost
       
   827             control upon herself.  It is usually represented with a
       
   828             counter that count down (sometime without even the
       
   829             possibility of reversal) and make the player lost the
       
   830             control over her character.  Each time the player do
       
   831             something wrong or are in contact with a temptation, the
       
   832             counter can decrease (may be after a failed test) and the
       
   833             PC must check if it doesn't fall in the dark side (often
       
   834             represent by some frenzy).  The check usually represent
       
   835             just a temporary lost of control, but when the counter
       
   836             goes down to zero, the PC is, must of the time, considered
       
   837             a NPC, and the player must create a new one.</para>
       
   838 
       
   839           <para>Temptation can also take another aspect of opposite
       
   840             values (like Chastity and Lust) going from one side to the
       
   841             other.  Each test failed reinforce the Value on the
       
   842             victorious side, making each new test either more harder
       
   843             to resist. It's usually very hard to change the balance of
       
   844             the pairs of value otherwise.</para>
       
   845         </listitem>
       
   846       </varlistentry>
       
   847     </variablelist>
       
   848 
       
   849     <para>This list is very partial and mostly presented here as
       
   850       examples of blue color rules.  A more complete study of genres
       
   851       and their support in system elements are expected in a future
       
   852       project, not yet plan however.  One important thing to note is
       
   853       that the system is not the more important part into getting the
       
   854       right atmosphere to a setting.  The GM style and the setting is
       
   855       often far more important.  The blue color is more about how a
       
   856       system can support such atmospheres but doesn't necessary create
       
   857       neither guarantee it at all.</para>
       
   858 
       
   859     <section id="metagaming">
       
   860       
       
   861       <title>Meta-gaming elements</title>
       
   862 
       
   863       <para>Meta-gaming elements can be as important to a role-playing
       
   864         game as the system or even the setting.  Why not rules can
       
   865         used them as well to encourage a better role playing
       
   866         experience?  In the color model, system that encourage some
       
   867         positive meta-gaming elements are considered bluer.  This is
       
   868         mostly because positive meta-gaming elements often also
       
   869         encourage to create a better atmosphere for game play.</para>
       
   870       
       
   871       <para>Although citing every way a system can encourage the usage
       
   872         of positive meta-gaming elements to sustain a good playing
       
   873         experience is not the scope of this article, a good example
       
   874         how this can be achieve is by rewarding (either in direct
       
   875         action bonus, or gain of some resources like Destiny points or
       
   876         XP) for good role playing attitude (good description,
       
   877         character sacrifice that increase the drama, etc.), extra work
       
   878         on the character background, or log keeping for the group,
       
   879         etc.  Some games even have very specific mechanism for
       
   880         meta-gaming, like <trademark>Marvel Super Heroes</trademark>'s
       
   881         Humor Points.  One could even encourage other players to
       
   882         participate into this kind of rewarding by allowing them a
       
   883         certain amount of points to give each session to other
       
   884         players.</para>
       
   885     </section>
       
   886 
       
   887   </section>
       
   888 
       
   889   <section id="gds">
       
   890     <title>GDS-derived model and colors</title>
       
   891 
       
   892     <para>The GDS model, also known as <ulink
       
   893       url="http://www.darkshire.org/~jhkim/rpg/styles/faq_v1/faq1.art">Threefold
       
   894       model</ulink> was created to address the concern that many role
       
   895       players have diverse interests in role playing games.  How those
       
   896       aspects are exactly defined or even named vary between people,
       
   897       and how those aspects must be addressed by role playing games
       
   898       vary even more, to the point of complete contradiction between
       
   899       different opinions.  However, I will try to see how system can
       
   900       sustain the different interests expressed in the models, using
       
   901       the colors.  It's clear that, by definition, all colors are
       
   902       important, but we will try to see why they are, and how much,
       
   903       relatively to each other, for each group of interests.</para>
       
   904 
       
   905     <section id="gamist">
       
   906       <title>Gamist interests</title>
       
   907       
       
   908       <para>Gamist interests can be seen as mainly defined by challenge
       
   909         and fair play.  Importance is set to being able to have
       
   910         relatively large set of options to influence the game (and
       
   911         make the challenges interesting), to be able to have good
       
   912         knowledge of the situation for fair decision, and some
       
   913         measurable goals must be set to determine a condition of
       
   914         victory.</para>
       
   915 
       
   916       <para>This is probably the most difficult aspect to determine
       
   917         the right color, but will we go for the <link
       
   918         linkend="red">Red</link> color.  This color is important to
       
   919         provide a good environment for fair play.  If the rules are
       
   920         incoherent, your players will begin to play by the rules
       
   921         instead of letting them go in character, to have some chance
       
   922         of winning.  You'll recognized this by sentences like:
       
   923         <quote>I do this since it gives me a greater bonus</quote>
       
   924         instead of <quote>I do this since it puts me in a better
       
   925         position.</quote></para>
       
   926 
       
   927       <para>The <link linkend="green">Green</link> color is also
       
   928         important, as long as it doesn't remove dissimilarities of
       
   929         assets.  The player should be able to distinguish between
       
   930         different options here and there and their decision shouldn't
       
   931         be simply based on pure luck.  Green rules can still lead to a
       
   932         very good set of options with a lot of complexity in it.
       
   933         Think about games like chess.  Also, green rules allow someone
       
   934         to more quickly be efficient, so the mental abilities of the
       
   935         players become more important than it's knowledge of the game
       
   936         rules, although this can also be taken as an element of
       
   937         competition that please to some gamist oriented
       
   938         players.</para>
       
   939 
       
   940       <para>Finally, the <link linkend="blue">Blue</link> color can
       
   941         sometime help to give players some goals to reach.  This
       
   942         shouldn't be neglected although, sometime, the goal
       
   943         of gamers can be in a more <link
       
   944         linkend="metagaming">meta-gaming</link> level.</para>
       
   945     </section>
       
   946 
       
   947     <section id="dramatist">
       
   948       <title>Dramatist interests</title>
       
   949 
       
   950       <para>Dramatists interests are mostly toward the story line.
       
   951         They tend to consider a good story as the most important part
       
   952         of role playing, with interests directed more toward a good
       
   953         drama then victory or even verisimilitude.  The system must
       
   954         give them greater control upon the events with, if possible,
       
   955         mechanics to create good climax and interesting endings, while
       
   956         sustaining the right atmosphere for the game.</para>
       
   957 
       
   958       <para>The must important color of dramatist is <link
       
   959         linkend="blue">Blue</link>.  A blue system have a lot of
       
   960         elements to favor climax and atmosphere.  The <link
       
   961         linkend="green">Green</link> color is also important since it
       
   962         usually give a little more control in the hand of the GM, and
       
   963         doesn't impede too much into the flow of the game.  Finally,
       
   964         the <link linkend="red">Red</link> have still an important
       
   965         part to play to enforce some verisimilitude of the story, as
       
   966         long as this doesn't contradict with the goals of the
       
   967         story.</para>
       
   968     </section>
       
   969 
       
   970     <section id="simulationnist">
       
   971       <title>Simulationnist interests</title>
       
   972       
       
   973       <para>Simulationist interests are also called Explorer interests
       
   974         and I tend to prefer this latter term.  Explorers are mostly
       
   975         interest in discovering new setting elements, but also, to a
       
   976         minor extend, some elements of the system or even meta-gaming
       
   977         aspects (like how players react to RPG situations).</para>
       
   978 
       
   979       <para>For Simulationists, the <link linkend="red">Red</link>
       
   980         color is the more important.  An inconsistent system will
       
   981         invalidate the exploration experience, making the situation
       
   982         sound not very believable.  The <link
       
   983         linkend="blue">Blue</link> color is also very interesting for
       
   984         this kind of interests, allowing them to better immerse into
       
   985         the game world, sustaining the experience by itself.  Finally,
       
   986         the <link linkend="green">Green</link> color is seen more like
       
   987         a default necessity, the system must be fluid enough to not
       
   988         impede into the exploration experience.</para>
       
   989     </section>
       
   990 
       
   991     <section id="gdscolors">
       
   992       <title>Summary</title>
       
   993 
       
   994       <para>So, Gamers are mostly Orange (Red, Green and Blue),
       
   995         Dramatists are Turquoise (Blue, Green, Red), and
       
   996         Simulationists are Purple (Red, Blue and Green).  This is very
       
   997         near the <link linkend="yellowdef">Clear-Sight Yellow</link>,
       
   998         <link linkend="magentadef">Dramatic Cyan</link> and <link
       
   999         linkend="cyandef">Expressive Magenta</link> of the <xref
       
  1000         linkend="colormodel"/>, seen before.  Those colors are called
       
  1001         complementary of each other and make me think that the colors
       
  1002         model is complementary to the threefold model about role
       
  1003         playing games and so shouldn't be ignored when designing game.
       
  1004         It make in contrast the fact that's different kind of
       
  1005         interests can be addressed by the same system, although some
       
  1006         tradeoffs are often necessary.</para>
       
  1007     </section>
       
  1008 
       
  1009   </section>
       
  1010 
       
  1011   <section id="history">
       
  1012     <title>A SCARy history</title>
       
  1013 
       
  1014     <para>The story of the color model begin with a heat discussion
       
  1015       between me and Cédric Lemaire on the createurs-jdr mailing list.
       
  1016       The thread subject was about what's a better system, or what's
       
  1017       can be ameliorate in a given system, regardless of personal
       
  1018       taste.  We quickly find that we were talking about different
       
  1019       things using the same words, and so that we need to find a
       
  1020       little bit of vocabulary.  After some work, we find up four
       
  1021       qualities upon which we agree that can only be an asset for any
       
  1022       role playing games, with particular definition for each, since
       
  1023       some of this qualities aren't very well defined when applied to
       
  1024       role playing game.</para>
       
  1025 
       
  1026     <para>Months passed and I began to follow the English RPG forums
       
  1027       on Game Design.  I found a lot of new theories about RPG but
       
  1028       nothing like the four qualities we have ended up on the French
       
  1029       mailing list.  I decide to make an attempt to translate them and
       
  1030       call this system SCARF, including a new fifth quality to it, the
       
  1031       Fun factor.  SCARF stand for Simplicity, Coherence,
       
  1032       Adaptability, Realism and Fun, and the definition were very
       
  1033       conceived (for example, a better definition of Realism should
       
  1034       have been Consistency between setting and system).  The awaited
       
  1035       flame war that follow were bigger than I was expecting and I was
       
  1036       a bit surprise.  On a somewhat impulsive reply where it seems
       
  1037       that all this mess where mostly a question of vocabulary, I
       
  1038       ended up to suggest that the SCARy Qualities were replace with
       
  1039       colors.  I set Green for Simplicity, Blue for Coherence, and Red
       
  1040       for Realism.  Adaptability was declared to be Tenacity.</para>
       
  1041 
       
  1042     <para>It ended up that I really like the system.  True, this were
       
  1043       more opaque than the precedent, but the color metaphor bring
       
  1044       with it many different aspects, especially the some undiscover
       
  1045       one, like the fact that Adaptability wasn't truly a Quality by
       
  1046       itself, but a Quality over the other Qualities.  I promise to
       
  1047       get back with a more develop version of the SCAR color model and
       
  1048       return to the createurs-jdr mailing list.  One post and a few
       
  1049       replies later, I quickly added new aspects to the Tenacity
       
  1050       model, dividing it between Tenacity, Chameleon and Transparency.
       
  1051       A remark about <trademark>Légendes</trademark> as a bright green
       
  1052       system once you pass the creation rules made me think about the
       
  1053       Visibility of a rule.  Some more thoughts, and reading from the
       
  1054       Forge make me push Transparency was move from the colors freedom
       
  1055       to the Visibility section and finally to Brightness section
       
  1056       (which was mostly create the same day, with the Darkness Spell
       
  1057       metaphor add to it.).</para>
       
  1058 
       
  1059     <para>That's all for the moment folks, but I think the color model
       
  1060       doesn't have entirely reveal itself and can still reserved some
       
  1061       good surprises.  More works on it is to come soon, I
       
  1062       hope.</para>
       
  1063 
       
  1064   </section>
       
  1065 
       
  1066   <section id="ack">
       
  1067     <title>Acknowledgements</title>
       
  1068 
       
  1069     <para>I would like to thank Cédric Lemaire, with which I develop,
       
  1070       in the context of a very heat flame war, the SCAR model, the
       
  1071       createurs-jdr mailing list members for their first commentary on
       
  1072       this system, John H. Kim, Brian Gleichman and Ron Edwards for
       
  1073       their wonderful works on RPG theory, and the members of the Art
       
  1074       of Game Design RPGnet forum for their inspirational comments that
       
  1075       lead to the colors model.</para>
       
  1076   </section>
       
  1077 
       
  1078 </article>
       
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