couleurs.xml
branchecjdr
changeset 0 9119688b1f02
child 1 3f32b0aaf814
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/couleurs.xml	Mon Dec 26 19:21:22 2005 -0500
@@ -0,0 +1,1096 @@
+<?xml version='1.0'?>
+<!DOCTYPE article PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
+          "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd">
+<article lang="fr">
+  <articleinfo>
+    <title>Les couleurs du système</title>
+    <subtitle>Une typologie des mécaniques du jeu de rôle</subtitle>
+    <abstract>
+      <para>La conception de jeux de rôle est un art, <quote>un
+        système de principes et de règles pour obtenir un effet
+        désiré</quote>. Toutefois, c'est un art encore dans ses
+        débuts. Bien que plusieurs modèles existent déjà pour décrire
+        l'expérience d'une partie de jeu de rôle, très peu a été fait
+        en regard aux mécaniques.  Nous avons la description DKF,
+        quelques désignations en regards aux niveaux de concepts ou
+        des éléments de mécaniques mais à peu près rien au sujet des
+        objectifs de ces mécaniques, ou seulement sous une forme très
+        abstraite.  Cet article a pour objectif d'explorer un seul
+        aspect des mécanismes de jeu, soit de déterminer quelles
+        qualités sont nécessaires ou au moins désirables dans tout jeu
+        de rôle.  Ceci, je l'espère, permettra de jeter les bases pour
+        une plus grande caractérisation des règles, afin de soutenir
+        les discussions et l'évaluation de différents systèmes, et,
+        avec l'aide d'autres outils, de créer finalement un véritable
+        science du jeu de rôle.</para>
+    </abstract>
+    <keywordset>
+      <keyword>modèle GDS/GNS</keyword>
+      <keyword>jeu de rôle</keyword>
+      <keyword>conception de système</keyword>
+      <keyword>simulationisme</keyword>
+      <keyword>ludisme</keyword>
+      <keyword>narrativisme</keyword>
+    </keywordset>
+    <author>
+      <firstname>Fabien</firstname>
+      <surname>Niñoles</surname>
+    </author>
+    <copyright>
+      <year>2002-2005</year>
+      <holder>Fabien Niñoles</holder>
+    </copyright>
+
+    <revhistory>
+      <revision>
+        <revnumber>0.6 :</revnumber>
+        <date>2005-06-25</date>
+        <revdescription>
+          <para>Traduction de la version anglaise à partir de la
+            version 0.5r3.</para>
+        </revdescription>
+      </revision>
+      <revision>
+        <revnumber>0.5r3 :</revnumber>
+        <date>2003-06-02</date>
+        <revdescription>
+          <para>Ajout d'un paragraphe apropos du lien entre Beauté et
+            couleurs.  Ajout de quelques mots-clés au document.  Une
+            petite remarque a été ajoutée dans la section sur
+            l'adaptabilité.</para>
+        </revdescription>
+      </revision>
+      <revision>
+        <revnumber>0.4r4:</revnumber>
+        <date>2003-01-26</date>
+        <revdescription>
+          <para>Beaucoup de petites revisions mineures.  Je me suis
+            trompé dans mes couleurs!  Maintenant, le Magenta
+            Nostalgique est maintenant appelé le Magenta Expressif et
+            le Bleu Rêve est devenu Bleu Immersif.  Je pense beaucoup
+            à ajouter un nouveau chapitre à ce sujet.  Aussi, j'ai
+            modifié le titre puisque ceci est vraiment une typologie
+            des mécaniques.</para>
+        </revdescription>
+      </revision>
+      <revision>
+        <revnumber>0.3r2 :</revnumber>
+        <date>2003-01-10</date>
+        <revdescription>
+          <para>Ajout de la Brillance.  J'ai déplacé la Transparence
+            dans la Brillance et ajouté une note au sujet de la
+            différence entre un système transparent une
+            <emphasis>Couleur</emphasis> Transparente.</para>
+        </revdescription>
+      </revision>
+      <revision>
+        <revnumber>0.2 :</revnumber>
+        <date>2003-01-10</date>
+        <revdescription>
+          <para>Première version publiée.</para>
+        </revdescription>
+      </revision>
+      <revision>
+        <revnumber>0.1 :</revnumber>
+        <date>2003-01-01</date>
+        <revdescription>
+          <para>Version inition (incomplète).</para>
+        </revdescription>
+      </revision>
+    </revhistory>
+  </articleinfo>
+  <section id="intro">
+    <title>Introduction</title>
+    
+    <para>Quel est l'art de la conception de jeu.  Le Webster 1913
+      défini l'art comme étant (entre autre) un système de règles et
+      de principes pour atteindre une fin désirée.  Alors, quels sont
+      ces règles, ces principes, et plus important encore, cette fin
+      désirée?  Pour cette dernière question, je pense qu'il peut y
+      avoir autant de réponses qu'il y a de joueurs.  Bien que
+      plusieurs aient définis et décris en détails les motivations des
+      joueurs, peu a été fait en ce qui concerne comment ces buts
+      peuvent être atteints.</para>
+
+    <para>Le but de cet article est de faire un pas de plus dans cette
+      direction.  Ce que j'essaye de faire est de répondre à cette
+      seule question: <quote>Qu'est-ce qui est désirable, sinon
+      nécessaire, dans tout jeu de rôle?</quote> Cette question est
+      très difficile car la plupart des jeux de rôle semble avoir
+      différents objectifs, différents environnements, différentes
+      façons de faire du jeu de rôle une expérience amusante et
+      agréable.  Étrangement, toutefois, un certain consensus laisse
+      percevoir que cet obstacle initial sera le plus facile.  Le plus
+      gros obstacle sera plutôt au niveau du vocabulaire, ou plutôt du
+      manque d'un vocabulaire commun parmi les concepteurs.  Personne
+      ne semble avoir la même façon d'appeler les choses, que ce soit
+      en français ou en anglais.  Aussi, les gens utilisent souvent
+      les mêmes mots pour parler de choses différentes, ce qui ne fait
+      qu'ajouter à la confusion.  Alors, pour éviter ce problème, j'ai
+      choisi une approche légèrement différente: j'utiliserai une
+      métaphore artificielle, celle des couleurs.  Hélas, une couleur
+      ne voulant pas dire grand chose pour un concepteur, j'y ai
+      adjoint un adjectif afin d'aider à en faire un outil de
+      communication suffisamment clair pour aider à la mémorisation et
+      à la compréhension du texte par un nouveau lecteur.</para>
+
+    <para>La première version de ce papier sera seulement au sujet de
+      la couleur des mécaniques, accompagné de quelques courts
+      exemples.  Je planifie toutefois d'y ajouter d'autres éléments,
+      spécifiquement au sujet des différents aspects du jeu de rôle,
+      comme le liens entre les Couleurs et les typologies existantes,
+      comme le GNS.  Mais pour commencer, nous devons définir ce
+      qu'est un jeu de rôle et son système.</para>
+
+  </section>
+
+  <section id="rpgdef">
+    <title>Qu'est-ce qu'un jeu de rôle?</title>
+
+    <para>This section is not about defining in details what's a role
+      playing game but mostly to propose a common vocabulary about
+      what constitutes a role playing game, so that we can know what
+      we are talking about.  A typical role playing game can be seen
+      to be constituted of two parts:</para>
+
+    <itemizedlist>
+      <listitem>
+        <para>a description of an imaginary universe called the
+          <emphasis>setting</emphasis>;</para>
+      </listitem>
+      <listitem>
+        <para>a set of rules to handle events resolution in the
+          setting, called the <emphasis>system</emphasis>.</para>
+      </listitem>
+    </itemizedlist>
+    
+    <para>Usually, the setting is divided in many more elements, like
+      the characters we can encounter in this particular universe, the
+      environment (either social, technological, historical and/or
+      geographical) in which those characters evolve, examples of
+      situations those characters can encounter, as well as notes
+      about the intended atmosphere of this universe.  Some or even
+      all of those elements can be omitted or more or less detailed.
+      When most elements are omitted, or without specified with much
+      details, we call this kind of system universal or generic.  I
+      prefer the second appellation because, although most generic
+      system pretend to be usable in any setting, they are often just
+      a generalization of one or many settings, sharing some common
+      elements.  Except for this small difference, we will now only
+      talk about setting and generic setting as a whole, without
+      addressing more concerns about their internal elements.  Is not
+      that those elements aren't important in designing a good role
+      playing game, but it's a way to stay on our focus.</para>
+
+    <para>Systems are also often divided into multiple parts,
+      classified in multiple differents ways, etc.  Systems often even
+      contains some elements of setting, like particularity of the
+      environment.  For now, we just want to consider systems as a
+      whole.  We only make one distinction: system elements that
+      contain no element which can be considered part of the setting
+      would be called mechanics, and mechanics or system elements that
+      contains or describe part of the setting (including situational
+      elements like combat or character description) will be called
+      rules.  This is certainly not enough for a more in-depth
+      exploration of system composition but it will be sufficient for
+      our purpose.</para>
+
+    <para>Meta-gaming elements are elements often external to a role
+      playing game.  They included things like the location where the
+      game is set, the current mood of the players, their perception
+      of the reality, the quality (access, language, medium) of
+      communication between them, the presence of materials, their
+      relationship, etc. They are aspects of the gaming experience
+      which can be seen as out of the current setting but are still
+      part of the role playing experience.  Some systems or even
+      setting elements can influence or help to make some meta-gaming
+      elements either less intrusive or more fun and interesting.
+      They can also adapt to accommodate some less optimal meta-gaming
+      elements, like the presence of a noisy environment.  Meta-gaming
+      elements can often influenced both (although the designer have
+      mostly no control over them except written recommendation) and
+      some role playing games even used them to enhance the role
+      playing experience.</para>
+
+  </section>
+
+  <section id="colormodel">
+    <title>The color model</title>
+
+    <para>The color model are composed of the three primary additive
+      colors: red, green and blue.  Just like any colors, some people
+      prefers some of them more than the others.  That's OK, from
+      taste and colors, one can't discuss.  However, we want to make a
+      small exception to this rule: we will supposed that everyone
+      will prefer bright colors instead of darker one.  Brightness
+      represent the adherence of a system to a specific color (mix are
+      allowed).  So, since we supposed that any color are at least
+      desirable, you'll always prefer a brighter mechanic instead of a
+      darker one, as long as it is of the right color.  Take note that
+      a system that mix all colors will be white and bright.  And a
+      system that have no color at all will be black.  Maybe you still
+      prefer darker colors in real life (like most role players, if
+      you look at the way most of them are dressed up), but make a
+      small effort now or use negative vision.  Elsewhere, you'll just
+      fall in the darker side of role playing game, full of munchkins
+      and rules lawyers.  Are you sure you want to go there?</para>
+
+    <para>To help to better understand the concept behind each color,
+      especially when talking to a non-initiate, an adjective is
+      added to each of them.  You are free to used it when you think
+      is necessary but try to make a link to this page for reference
+      so people know what you are talking about.</para>
+
+    <para>Here is the three primary colors and their definitions:</para>
+    
+    <variablelist>
+      <varlistentry id="reddef">
+        <term>Consistent Red</term>
+        
+        <listitem>
+          <para>Consistent Red is the color of system that are
+            consistent with the setting elements they are supposed to
+            describe.  If your setting describe, or more often
+            suppose, swords as more lethal than daggers, the system
+            should respect this and not make daggers equally or more
+            lethal than swords. A dark red system tend to interfere
+            with <literal>Suspension of Disbelief</literal>. Break in
+            Suspension of Disbelief is a phenomena which can be best
+            described as players rolling their eyes toward you, the
+            mouth wide open in an expression of incredulity, and
+            leaving your table to never came back again (and no,
+            that's not because their lost their way to the
+            refrigerator).  Red was chose because of the its relation
+            with this <emphasis>stop attitude</emphasis>, as well as
+            the tendency of very high red system to be a bit bloody in
+            action.  <emphasis>This is not, however, a universal
+            characteristic!</emphasis></para>
+
+          <para>A good example of system with a strong red color is
+            <trademark>RoleMaster</trademark> with their very detailed
+            systems for med-fan universe<footnote> 
+              
+              <para>Really, I'm not sure if this is a good example.
+                Any better suggestions welcome.</para>
+
+            </footnote>.</para>
+        </listitem>
+      </varlistentry>
+      <varlistentry id="greendef">
+        <term>Fluid<footnote>
+
+            <para>Don't like this name but I want to avoid using
+              Simple in it, since Green is much more than only
+              Simplicity.  Fluid is currently the only word I can
+              think.</para>
+
+          </footnote> Green</term>
+        
+        <listitem>
+          <para>Fluid Green system are easy to learn and have often
+            low search and resolution time.  They can however have a
+            lot of options to chose from, as long as those options are
+            clear and easy to handle.  Those systems are often perfect
+            for beginners or people wanting quick pace systems,
+            without stopping to details.  This is two good reasons to
+            give them the green color, this color being often
+            associated with beginners and speed.</para>
+
+          <para>A good example of a green system is <trademark
+            class="copyright">The Window</trademark>, a free RPG game
+            with very simple mechanics.</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry id="bluedef">
+        <term>Immersive Blue</term>
+        <listitem>
+          <para>Immersive Blue rules help to sustain a particular
+            atmosphere in a game.  This atmosphere can be either
+            dramatic, heroic, epic, scary, peaceful, imaginative, or
+            all of them at the same time.  Just like the Consistent
+            Red, blue rules are strongly associated with the setting.
+            Blue was chose because of its association with atmosphere
+            and emotions.</para>
+
+          <para>One of the bluest system that the author know is
+            <trademark class="copyright">eight</trademark>, a free RPG
+            where all of the few rules participate to the setting
+            atmosphere.</para>
+        </listitem>
+      </varlistentry>
+    </variablelist>
+
+    <para>All of the three colors can be mixed together, in different
+      quantities.  This give us 4 more different colors<footnote>
+
+        <para>Remember, this is the three
+          <emphasis>additive</emphasis> primary colors, just like your
+          television but unlike water painting, which used primary
+          <emphasis>subtractive</emphasis> colors.</para>
+
+      </footnote>:</para>
+
+    <variablelist>
+      <varlistentry id="yellowdef">
+        <term>Clear-Sight Yellow (Red and Green)</term>
+
+        <listitem>
+          <para>Usually, when you want brighter red, you compromise on
+            a darker green, and when you want brighter green, you
+            often compromise with darker red.  So this color is quite
+            rare, and yellow rules are real pearl of wisdom.  Yellow
+            systems are able to give a maximum of consistency and
+            details from your setting, without removing speed and ease
+            of play.  They promised really good play for those who
+            like to explore different elements of the setting.</para>
+
+          <para>As I said, yellow rules are quite rare.  Yellow
+            systems even more.  I failed to see a system where this
+            color dominate.  If you think you have one, please tell
+            me.</para>
+        </listitem>
+      </varlistentry>
+      <varlistentry id="cyandef">
+        <term>Dramatic Cyan (Green and Blue)</term>
+        
+        <listitem>
+          <para>One of the most popular color in new games presently.
+            The Cyan systems bring to front a very narrative aspect
+            with quick pace and easy rules.  Consistent is not really
+            important since GM will just adjust the plot consequently.
+            This however give somewhat limited play and one should be
+            careful with the Suspension of Disbelief syndrome which
+            often augment with those kind of systems.</para>
+
+          <para>One popular example of Cyan systems are
+            <trademark>Nobilis</trademark> and the
+            <trademark>Storyteller</trademark> system (at least by
+            intentions).</para>
+        </listitem>
+      </varlistentry>
+      <varlistentry id="magentadef">
+        <term>Expressive Magenta (Red and Blue)</term>
+
+        <listitem>
+          <para>A rare combination: Magenta systems tend to immersed
+            you into details.  <emphasis>Many</emphasis> details.  You
+            will be transport in a world where everything, actions or
+            materials, are described to the finest element.  The trap
+            is that, too often, the lack of green in those systems
+            lead to a very hard to use and very slow progression of
+            the action.  The players must be patient or the GM a real
+            expert to be able to handle such systems.</para>
+
+          <para>Good examples of those systems included mostly
+            science-fiction or military oriented settings.
+            <trademark>Heavy Gear</trademark> can be described as one
+            of them under certain aspects.</para>
+        </listitem>
+      </varlistentry>
+      <varlistentry id="whitedef">
+        <term>Pure White (Red, Green and Blue)</term>
+        
+        <listitem>
+          <para>White system can be think as the perfect system and
+            can be easy obtain for a very limited and specific
+            setting.  However, such settings are often very limited in
+            use and, as we will see later, white system tend to dilute
+            (we call this a lack of Tenacity) and get darker very
+            easily.</para>
+
+          <para>I have no really good example of such systems.  As
+            said, most white system tend to became darker with usage
+            and/or a new color quickly dominate.</para>
+        </listitem>
+      </varlistentry>
+    </variablelist>
+
+  </section>
+
+  <section id="freedom">
+    <title>Freedom</title>
+
+    <para>Since both the red and blue colors have deep root in the
+      setting, we also want to know how colors are affect by change to
+      the setting.  For this, we defined two different movements or
+      degrees of freedom for the color:</para>
+
+    <variablelist>
+      <varlistentry id="tenacitydef">
+        <term>Tenacity</term>
+
+        <listitem>
+          <para>Tenacity represent how much a system retains the same
+            color when the setting change.  This is a researched
+            quality for generic systems, but also for RPG with a very
+            diversified setting.  Systems that are limited to a few
+            character types or situations (like only combat) doesn't
+            need a great Tenacity in their colors.</para>
+
+          <para>Example of system with a good Tenacity is
+          <trademark>GURPS</trademark>.</para>
+        </listitem>
+      </varlistentry>
+      <varlistentry id="chameleondef">
+        <term>Chameleon</term>
+        
+        <listitem>
+          <para>Chameleon systems are able to change their colors to
+            fit better with the new setting.  This is a very rare
+            quality, mostly research for generic system.</para>
+
+          <para>The only system I know which try to be chameleon is
+            <trademark>Multiverser</trademark>, a system with a bias
+            parameter for fitting with different universes.</para>
+        </listitem>
+      </varlistentry>
+    </variablelist>
+
+    <para>Both degrees of freedom can appear together for a particular
+      system and react differently.  They can also keep their quality
+      only for a specific range of settings.  For example, the D&amp;D
+      system has a Tenacity mostly in general medieval-fantastic
+      settings.<footnote>
+        
+        <para>I think the best way to describe of this components is
+          talking about inertia and direction changes, but this add a
+          new level of metaphor so I ended up inventing new terms that will
+          fit better with the metaphor.  What do you think about?</para>
+
+      </footnote></para>
+
+    <remark>I currently doesn't like this section much.  The old idea
+      behind adaptability is not well enough represent.  But for this,
+      I should probably work a little more with the background
+      setting.</remark>
+
+  </section>
+
+  <section id="beauty">
+    <title>Beauty of the system</title>
+
+    <para>The colors aren't the only important qualities of a system.
+      One very important, if not the most important one, is the fun
+      factor.  We are doing role playing for only one thing: having
+      fun.  However, fun is a very personal thing where everyone have
+      opinion about.  Some people can find one system fun and other
+      can find them dull.  Since fun are <quote>in the eye of the
+      beholder</quote>, we use another quality related to our painting
+      metaphor that have the same characteristic: Beauty.</para>
+
+    <para>Why some people find something beautiful and not something
+      else?  Well, there is too much factors to enumerate all of them,
+      but colors can have something to do with it.  Someone can prefer
+      the red color, and another one will prefer a yellow color.  Same
+      thing for mechanics.  Some people can prefer Red Mechanics,
+      other want Yellow mechanics and dislike Blue mechanics.  Could
+      you satisfy all of them?  Well, the golden rule in RPG is that
+      if you dislike a rule, ignored it.  It's very easy to ignore a
+      rule, less easy to change it or replace it.  In the color
+      metaphore, this is equivalent to wearing colorized glasses.  If
+      you have some white light and wear yellow glasses, you'll see
+      the world in yellow.  But if you only have blue light, your
+      yellow glasses will block it and you'll see nothing.  Same thing
+      for mechanics.  White mechanics are good because you can please
+      everyone by simply using the right filter on everyone.  If one
+      color is lacking, however, whatever the color of your glasses,
+      you will not be able to create it, except if the mechanics is
+      sufficiently <link linkend="transparency">Transparent</link>, a
+      matter we will see later in <xref linkend="brightness"/>.</para>
+
+  </section>
+
+  <section id="visibility">
+    <title>The visibility of the rules</title>
+    
+    <para>Systems are composed of rules, but not all rules are
+      necessary of the same color.  How each rule influence the global
+      system apparency is called the visibility of the rule.
+      Visibility represent mostly how often a rule can be used and
+      what will be their influence on the current game.  This is an
+      important aspect when designing a role playing system.  Often,
+      you can make a tradeoff in a not so much visible aspect of the
+      system without affecting the whole color.  By
+      <emphasis>hiding</emphasis> such color into less visible aspect,
+      you can, for example, achieve an overall more reddish system,
+      without necessary affecting the green brightness.</para>
+
+    <para>Visible rules are often the resolution mechanism, combat
+      rules (in action oriented settings) and PC statistics.  Less
+      visible rules are often the initial creation mechanism (you just
+      used it once) and evolution mechanics of the character (which
+      usually only happens at the end of a game).</para>
+
+  </section>
+
+  <section id="brightness">
+    <title>Brightness and Transparency</title>
+
+    <para>Before going further, a little more clarification is needed.
+      What is Brightness?  How it affects the role playing
+      experience?</para>
+
+    <para>Well, Brightness in this model looks more like a spell of
+      Light, and is opposite, the spell of Darkness.  Dark colors will
+      not only have a low effect but even make your settings and your
+      whole role playing experience <emphasis>darker</emphasis>, which
+      means less fun and less interesting.  On the opposite way, a
+      brighter system will not only let your setting and GM talents
+      show up, but will enhance your experience, sustaining and even
+      creating a more fun and entertaining experience.</para>
+
+    <para>So one should not think that ignoring a color will do no
+      harm.  All colors are necessary, but some settings and/or GM can
+      provide their own light to the role playing experience and so
+      don't need much.  So, the point where a rule color switch from
+      being dark to bright really depends on the quality of the
+      setting and the talents of the GM.  A beginner GM will find a
+      system very bright that a more experienced GM will find too dark
+      for him.  This is however not a good reason to compare GM with
+      the color system.  How a GM can make a system looks Greener,
+      Bluer or Redder for the players it's an open question not
+      address in this article.  Same thing about the settings.  But
+      it's clear that the brighter the system, the best it can help
+      the GM to make a good role playing experience for his players,
+      and fit the needs of more GM.</para>
+
+    <section id="transparency">
+      <title>Transparency</title>
+      
+      <para>There is some system which depends a lot on the GM
+        abilities to bring some brightness to it.  We call this
+        characteristic Transparency.  A Transparent system let the GM
+        take more decisions about the right way to handle differents
+        situations.  They have a very low strictness, often just
+        providing guidelines on how to interpret some results,
+        determine difficulty, or even how to resolve differents
+        situations.</para>
+
+      <para>There are two common misconceptions with Transparent
+        systems.  The first is that Transparent System necessary
+        Green.  This is not true at all.  By letting the GM abilities
+        take care of many aspects of the role playing experience,
+        transparent system are mainly for mature and experienced
+        players, which is the opposite of some Green qualities.</para>
+
+      <para>The other misconception is that Green systems are
+        Transparent.  This misconception is part due to the fact that
+        Green systems seems to go mostly with the flow that we have
+        the impression that the system is absent, the game going by
+        itself.  This is a quality of Green systems, not Transparent
+        one, although that with a good GM, it can be seen this way.
+        In fact, transparent systems take more easily the color the GM
+        want and, for this, looks a lot like <link
+        linkend="chameleondef">Chameleon</link> systems.<footnote>
+          
+          <para>Transparent system denomination is often in a more
+            broad context than here.  The right definition seems to
+            vary a lot and so, I prefer to make my own.  Generally
+            speaking, what people seems to call transparent systems
+            seems to be more a kind of either Bright Green or
+            Transparent systems in the Colors model.  Try to not
+            confuse people by specifying clearly that you are talking
+            about Transparent Color systems.</para>
+
+        </footnote></para>
+
+      <para>Transparency, however, is not necessary a goal desirable
+        for any RPG system.  As we have said, Transparent system can
+        be very hard on newcomers to RPG.  They need some experience
+        from the GM and also the players to make the role playing
+        experience fun and interesting.  Transparent systems provide
+        no light by them self, but also no darkness.  So, if you're an
+        experienced GM or aim your game to experienced GM, transparent
+        system can be great.</para>
+
+      <para>Examples of transparent systems include <trademark
+        class="copyright">The Window</trademark> and <trademark>Hero
+        Wars</trademark>.</para>
+
+    </section>
+
+  </section>
+
+  <section id="red">
+    <title>The red color</title>
+
+    <para>Consistent Red elements of a particular system are hard to
+      define.  The first thing to know when trying to set the red part
+      of a system (or to evaluate the red component of a system) is to
+      know what's the particular element of the setting which is
+      currently simulate and how this element must be and behave.  For
+      most setting elements, the creator simply doesn't know.</para>
+
+    <para>A common assumption is to considered the setting as an image
+      of our reality.  This assumption is good most of the time except
+      that there is also many parts, not always explicitly state as
+      so, that differs from our reality laws.  For example, we want
+      our characters to be greater than normal, to have special
+      powers, to not die easily and we have this special race which
+      are incredibly big or small and which could not have survived
+      within our physical laws or those spaceships that can warp the
+      universe using an improbability motor.  For all of this, as well
+      as for avoiding useless complication, we normally don't want our
+      system to be an exact simulation of <emphasis>our</emphasis>
+      reality.  We want it to allow some break with our normal
+      physical laws and history, without affecting too much the
+      overall credibility of the setting.  Players are usually ready
+      and even interest to accept such break with the normal rules of
+      our daily reality, in exchange of some fantasy.</para>
+
+    <para>But here an important word was said:
+      <emphasis>credibility</emphasis>.  What's make a system
+      credible?  A credible system act in a predictable way when you
+      ask it to simulate different setting aspects.  If the setting
+      say that an experienced fighter will be able to resist easily
+      and with no danger to a peasant, the simulation should represent
+      this by giving greatest chance to the fighter to win against the
+      peasant.  How much exactly is a matter of perception, but here
+      again, another important word was said: the system must be
+      <emphasis>predictable</emphasis>.  With a predictable system,
+      the creator or the GM can adjust the representation of the
+      setting elements in the system, the way she expects them to
+      react, which is certainly the best way to have a credible
+      system.</para>
+
+    <para>Another important factor for reddish system is about limits.
+      The setting often put some limits on the capacity of many of its
+      elements.  A fighter can't lift more than a certain amount of
+      weight and magic power couldn't change the past for example.
+      Those limits must be represent in the system.  Although those
+      limits can often be directly imposed by the mechanics used in
+      the system, another way is to use a limitless mechanics and to
+      let arbitration imposed such limits.  This make things more
+      complex a little but act like a chameleon mechanism to the
+      system.  So the creator or the GM don't have to change the core
+      mechanics when the setting change, they just have to change the
+      few rules that set the limits.</para>
+
+    <para>Having a limitless mechanism also give another degree of
+      freedom to the system.  Limitless mechanism act on a more
+      broader range of settings by definition and so have a better
+      Tenacity.  Finding what's the limits of a system is a very good
+      way to evaluate both the red component of a system, as well as
+      its Tenacity.  A system that have some setting elements out of
+      its limits doesn't have a bright red color, and a system that
+      have limits very close to the setting elements usually doesn't
+      have a good Tenacity neither.  System that can move its limits
+      however without big modification also have a good Chameleon
+      freedom.</para>
+
+    <para>Finally, an important thing to understand about this color
+      it is that's not because you put more details that your system
+      became necessary redder!  Details often just add to the
+      complexity, without giving any real brightness to the red
+      components.  To add brightness to the red color, details must
+      really sustain a dissimilar assets to the setting elements
+      linked to it and this asset must be justified in the
+      setting.</para>
+
+  </section>
+
+  <section id="green">
+    <title>The green color</title>
+
+    <para>The green color is probably the color which is the more
+      affected by the <link linkend="visibility">visibility</link>.
+      Putting a green element on a low visibility aspect of your
+      setting will probably not affect your gaming experience very
+      much, but putting a bright green element on a very visible
+      system can totally change it.</para>
+
+    <para>The green color is the only one who addresses only system or
+      meta-gaming aspects.  The setting isn't touch by it, at least
+      not directly.  Its importance however is very high if you want
+      to let the setting take some place since a dark green system
+      often take all the place in the game, taking away all the other
+      elements.  The Green color help a lot to not let the system
+      impede into the role playing experience.</para>
+
+    <para>There is many way to make a system greener, some of them
+      being quite opposed to each other and more a question of
+      balance.  For example, a complex formula can be replace by a
+      chart for a better access, but too many charts is slower than
+      using a generic formula.  There is also a learning curves that
+      can change the color aspect: a system can have a very stiff
+      learning curve (making it very dark green for a beginner) but
+      once learn and some practice add to it, becoming very quick and
+      easy to use (bright green).  The best is to have both aspect
+      together (smooth learning curve and fast resolution time) but
+      it's all a question of tradeoff.</para>
+
+    <para>Using character classes, not only make the system greener,
+      but can also help to aboard the setting.  Using derived
+      attributes instead of summing them in play can also help, as
+      long as they aren't too much.  This method is especially useful
+      for high visible elements of the system.  There can be many
+      gaming help also like a good index, summary charts for most
+      visible elements, especially on the player character sheet or
+      the game master screen.  Multiple rolls or too much dice can
+      also slow down the game, as well as too complex formula or too
+      many factors.  Try to combine them when needed in just one roll
+      and avoid adding unnecessary randomness.  For example, use the
+      success margin of a <literal>to hit</literal> roll instead of
+      rolling another dice to determine the level of damage can help
+      if the margin of success is easy to determine, or in an
+      opposition roll, let only one opponent roll instead of both: the
+      result will automatically determine the result of the other
+      guy.<footnote>
+
+        <para>This is good only if that make sense, like in a strength
+          test.  If they are some chance for both opponents to fail
+          simultaneously, just allowing this kind of rolls could
+          tarnish the red color of your system.</para>
+
+      </footnote></para>
+  </section>
+
+  <section id="blue">
+    <title>The blue color</title>
+
+    <para>This color is clearly the more difficult to talk about.
+      Blue is the less <link linkend="tenacitydef">tenacious</link>
+      color and is mostly based on the setting elements.  More over,
+      contrarily to the red color, there is no clear common ground of
+      setting elements that we can consider to be desirable for most
+      settings.  So, the only way we can speak about the blue color,
+      is by speaking about genre.</para>
+
+    <para>Genre is a very vague term defined as a specific kind of
+      artistic work.  For our concern, we will define genre as a set
+      of different setting elements share between many settings.
+      Genre can overlap between them and a setting can have different
+      genres at the same time.  The most common elements addressed by
+      rules are the following:</para>
+
+    <variablelist>
+      <varlistentry id="risk">
+        <term>Risk factor</term>
+        <listitem>
+          <para>The risk factor is a common concern of many genres.
+            It measures the importance or consequence of decision by
+            the players.  A very risky setting will put players on
+            their toes, carefully thinking about any decision.  Rare
+            and scarce resources (like hit points), with very hard
+            actions difficulties and possibility of botches, increase
+            this aspect.  High risk factor is popular in the horror
+            genre and some very <emphasis>realistic</emphasis>
+            setting.</para>
+
+          <para>On the other side, a low risk setting will encourage
+            players to try different things and take risk.  Generous
+            resources or a resolution mechanism allowing impossible
+            actions to be succeed (like destiny points) are different
+            ways to achieve such goals.  Low risk factor is especially
+            popular in the so-called epic and heroic genres.</para>
+            
+          <para>It's not very clear how Fortune mechanics (mechanics
+            primarily based on random elements) can affect this
+            aspect.  A very high fortune system may allow incredible
+            success but also incredible fumbles.  So, how much an
+            open-ended dice affect this factor is not clear at all and
+            can vary.</para>
+        </listitem>
+      </varlistentry>
+      <varlistentry id="destiny">
+        <term>We are heroes</term>
+        <listitem>
+          <para>Heroism is for characters that are kind of chosen by
+            their Gods.  They aren't allow to fail easily nor even to
+            die.  For this, they often have a kind of Destiny points
+            that can be spent at critical moment to avoid a fatal hit
+            or succeed a critical action.  They can also be more
+            powerful than most of the other characters, either by
+            greater statistics, special gifts, or a systematic
+            advantages against their opponents.  Sometime, this
+            systematic advantage is replace by a systematic
+            disadvantage towards minor NPC, which are treated as a
+            single opponent, how many they are.  Those advantages
+            aren't necessary reserved for PC.  Important NPC have
+            often similar advantages and so, constitute greater
+            adversaries for the PC.</para>
+            
+          <para>This aspect is part of many genres, including heroism,
+            action movies, super heroes and often space opera.  They
+            are often link with a low risk factor, although not
+            necessary.</para>
+        </listitem>
+      </varlistentry>
+      <varlistentry>
+        <term>Temptation of the Dark Side</term>
+        
+        <listitem>
+          <para>Temptation is an important part of many fantasy
+            settings (either medieval, modern or space opera) and
+            represent the struggle of passion where a character lost
+            control upon herself.  It is usually represented with a
+            counter that count down (sometime without even the
+            possibility of reversal) and make the player lost the
+            control over her character.  Each time the player do
+            something wrong or are in contact with a temptation, the
+            counter can decrease (may be after a failed test) and the
+            PC must check if it doesn't fall in the dark side (often
+            represent by some frenzy).  The check usually represent
+            just a temporary lost of control, but when the counter
+            goes down to zero, the PC is, must of the time, considered
+            a NPC, and the player must create a new one.</para>
+
+          <para>Temptation can also take another aspect of opposite
+            values (like Chastity and Lust) going from one side to the
+            other.  Each test failed reinforce the Value on the
+            victorious side, making each new test either more harder
+            to resist. It's usually very hard to change the balance of
+            the pairs of value otherwise.</para>
+        </listitem>
+      </varlistentry>
+    </variablelist>
+
+    <para>This list is very partial and mostly presented here as
+      examples of blue color rules.  A more complete study of genres
+      and their support in system elements are expected in a future
+      project, not yet plan however.  One important thing to note is
+      that the system is not the more important part into getting the
+      right atmosphere to a setting.  The GM style and the setting is
+      often far more important.  The blue color is more about how a
+      system can support such atmospheres but doesn't necessary create
+      neither guarantee it at all.</para>
+
+    <section id="metagaming">
+      
+      <title>Meta-gaming elements</title>
+
+      <para>Meta-gaming elements can be as important to a role-playing
+        game as the system or even the setting.  Why not rules can
+        used them as well to encourage a better role playing
+        experience?  In the color model, system that encourage some
+        positive meta-gaming elements are considered bluer.  This is
+        mostly because positive meta-gaming elements often also
+        encourage to create a better atmosphere for game play.</para>
+      
+      <para>Although citing every way a system can encourage the usage
+        of positive meta-gaming elements to sustain a good playing
+        experience is not the scope of this article, a good example
+        how this can be achieve is by rewarding (either in direct
+        action bonus, or gain of some resources like Destiny points or
+        XP) for good role playing attitude (good description,
+        character sacrifice that increase the drama, etc.), extra work
+        on the character background, or log keeping for the group,
+        etc.  Some games even have very specific mechanism for
+        meta-gaming, like <trademark>Marvel Super Heroes</trademark>'s
+        Humor Points.  One could even encourage other players to
+        participate into this kind of rewarding by allowing them a
+        certain amount of points to give each session to other
+        players.</para>
+    </section>
+
+  </section>
+
+  <section id="gds">
+    <title>GDS-derived model and colors</title>
+
+    <para>The GDS model, also known as <ulink
+      url="http://www.darkshire.org/~jhkim/rpg/styles/faq_v1/faq1.art">Threefold
+      model</ulink> was created to address the concern that many role
+      players have diverse interests in role playing games.  How those
+      aspects are exactly defined or even named vary between people,
+      and how those aspects must be addressed by role playing games
+      vary even more, to the point of complete contradiction between
+      different opinions.  However, I will try to see how system can
+      sustain the different interests expressed in the models, using
+      the colors.  It's clear that, by definition, all colors are
+      important, but we will try to see why they are, and how much,
+      relatively to each other, for each group of interests.</para>
+
+    <section id="gamist">
+      <title>Gamist interests</title>
+      
+      <para>Gamist interests can be seen as mainly defined by challenge
+        and fair play.  Importance is set to being able to have
+        relatively large set of options to influence the game (and
+        make the challenges interesting), to be able to have good
+        knowledge of the situation for fair decision, and some
+        measurable goals must be set to determine a condition of
+        victory.</para>
+
+      <para>This is probably the most difficult aspect to determine
+        the right color, but will we go for the <link
+        linkend="red">Red</link> color.  This color is important to
+        provide a good environment for fair play.  If the rules are
+        incoherent, your players will begin to play by the rules
+        instead of letting them go in character, to have some chance
+        of winning.  You'll recognized this by sentences like:
+        <quote>I do this since it gives me a greater bonus</quote>
+        instead of <quote>I do this since it puts me in a better
+        position.</quote></para>
+
+      <para>The <link linkend="green">Green</link> color is also
+        important, as long as it doesn't remove dissimilarities of
+        assets.  The player should be able to distinguish between
+        different options here and there and their decision shouldn't
+        be simply based on pure luck.  Green rules can still lead to a
+        very good set of options with a lot of complexity in it.
+        Think about games like chess.  Also, green rules allow someone
+        to more quickly be efficient, so the mental abilities of the
+        players become more important than it's knowledge of the game
+        rules, although this can also be taken as an element of
+        competition that please to some gamist oriented
+        players.</para>
+
+      <para>Finally, the <link linkend="blue">Blue</link> color can
+        sometime help to give players some goals to reach.  This
+        shouldn't be neglected although, sometime, the goal
+        of gamers can be in a more <link
+        linkend="metagaming">meta-gaming</link> level.</para>
+    </section>
+
+    <section id="dramatist">
+      <title>Dramatist interests</title>
+
+      <para>Dramatists interests are mostly toward the story line.
+        They tend to consider a good story as the most important part
+        of role playing, with interests directed more toward a good
+        drama then victory or even verisimilitude.  The system must
+        give them greater control upon the events with, if possible,
+        mechanics to create good climax and interesting endings, while
+        sustaining the right atmosphere for the game.</para>
+
+      <para>The must important color of dramatist is <link
+        linkend="blue">Blue</link>.  A blue system have a lot of
+        elements to favor climax and atmosphere.  The <link
+        linkend="green">Green</link> color is also important since it
+        usually give a little more control in the hand of the GM, and
+        doesn't impede too much into the flow of the game.  Finally,
+        the <link linkend="red">Red</link> have still an important
+        part to play to enforce some verisimilitude of the story, as
+        long as this doesn't contradict with the goals of the
+        story.</para>
+    </section>
+
+    <section id="simulationnist">
+      <title>Simulationnist interests</title>
+      
+      <para>Simulationist interests are also called Explorer interests
+        and I tend to prefer this latter term.  Explorers are mostly
+        interest in discovering new setting elements, but also, to a
+        minor extend, some elements of the system or even meta-gaming
+        aspects (like how players react to RPG situations).</para>
+
+      <para>For Simulationists, the <link linkend="red">Red</link>
+        color is the more important.  An inconsistent system will
+        invalidate the exploration experience, making the situation
+        sound not very believable.  The <link
+        linkend="blue">Blue</link> color is also very interesting for
+        this kind of interests, allowing them to better immerse into
+        the game world, sustaining the experience by itself.  Finally,
+        the <link linkend="green">Green</link> color is seen more like
+        a default necessity, the system must be fluid enough to not
+        impede into the exploration experience.</para>
+    </section>
+
+    <section id="gdscolors">
+      <title>Summary</title>
+
+      <para>So, Gamers are mostly Orange (Red, Green and Blue),
+        Dramatists are Turquoise (Blue, Green, Red), and
+        Simulationists are Purple (Red, Blue and Green).  This is very
+        near the <link linkend="yellowdef">Clear-Sight Yellow</link>,
+        <link linkend="magentadef">Dramatic Cyan</link> and <link
+        linkend="cyandef">Expressive Magenta</link> of the <xref
+        linkend="colormodel"/>, seen before.  Those colors are called
+        complementary of each other and make me think that the colors
+        model is complementary to the threefold model about role
+        playing games and so shouldn't be ignored when designing game.
+        It make in contrast the fact that's different kind of
+        interests can be addressed by the same system, although some
+        tradeoffs are often necessary.</para>
+    </section>
+
+  </section>
+
+  <section id="history">
+    <title>A SCARy history</title>
+
+    <para>The story of the color model begin with a heat discussion
+      between me and Cédric Lemaire on the createurs-jdr mailing list.
+      The thread subject was about what's a better system, or what's
+      can be ameliorate in a given system, regardless of personal
+      taste.  We quickly find that we were talking about different
+      things using the same words, and so that we need to find a
+      little bit of vocabulary.  After some work, we find up four
+      qualities upon which we agree that can only be an asset for any
+      role playing games, with particular definition for each, since
+      some of this qualities aren't very well defined when applied to
+      role playing game.</para>
+
+    <para>Months passed and I began to follow the English RPG forums
+      on Game Design.  I found a lot of new theories about RPG but
+      nothing like the four qualities we have ended up on the French
+      mailing list.  I decide to make an attempt to translate them and
+      call this system SCARF, including a new fifth quality to it, the
+      Fun factor.  SCARF stand for Simplicity, Coherence,
+      Adaptability, Realism and Fun, and the definition were very
+      conceived (for example, a better definition of Realism should
+      have been Consistency between setting and system).  The awaited
+      flame war that follow were bigger than I was expecting and I was
+      a bit surprise.  On a somewhat impulsive reply where it seems
+      that all this mess where mostly a question of vocabulary, I
+      ended up to suggest that the SCARy Qualities were replace with
+      colors.  I set Green for Simplicity, Blue for Coherence, and Red
+      for Realism.  Adaptability was declared to be Tenacity.</para>
+
+    <para>It ended up that I really like the system.  True, this were
+      more opaque than the precedent, but the color metaphor bring
+      with it many different aspects, especially the some undiscover
+      one, like the fact that Adaptability wasn't truly a Quality by
+      itself, but a Quality over the other Qualities.  I promise to
+      get back with a more develop version of the SCAR color model and
+      return to the createurs-jdr mailing list.  One post and a few
+      replies later, I quickly added new aspects to the Tenacity
+      model, dividing it between Tenacity, Chameleon and Transparency.
+      A remark about <trademark>Légendes</trademark> as a bright green
+      system once you pass the creation rules made me think about the
+      Visibility of a rule.  Some more thoughts, and reading from the
+      Forge make me push Transparency was move from the colors freedom
+      to the Visibility section and finally to Brightness section
+      (which was mostly create the same day, with the Darkness Spell
+      metaphor add to it.).</para>
+
+    <para>That's all for the moment folks, but I think the color model
+      doesn't have entirely reveal itself and can still reserved some
+      good surprises.  More works on it is to come soon, I
+      hope.</para>
+
+  </section>
+
+  <section id="ack">
+    <title>Acknowledgements</title>
+
+    <para>I would like to thank Cédric Lemaire, with which I develop,
+      in the context of a very heat flame war, the SCAR model, the
+      createurs-jdr mailing list members for their first commentary on
+      this system, John H. Kim, Brian Gleichman and Ron Edwards for
+      their wonderful works on RPG theory, and the members of the Art
+      of Game Design RPGnet forum for their inspirational comments that
+      lead to the colors model.</para>
+  </section>
+
+</article>
+<!-- Keep this comment at the end of the file
+Local variables:
+mode: xml
+sgml-omittag:nil
+sgml-shorttag:nil
+sgml-namecase-general:nil
+sgml-general-insert-case:lower
+sgml-minimize-attributes:nil
+sgml-always-quote-attributes:t
+sgml-indent-step:2
+sgml-indent-data:t
+sgml-parent-document:nil
+sgml-default-dtd-file:"~/.sgml/article.ced"
+sgml-exposed-tags:nil
+sgml-local-catalogs:nil
+sgml-local-ecat-files:nil
+End:
+-->