colors.xml
author fabien
Fri, 30 Dec 2005 19:54:31 -0500
branchecjdr
changeset 13 7ef1648bebae
parent 9 c53afc03f7da
child 30 bbd7d782878a
permissions -rw-r--r--
[svn] r2046@freebird: fabien | 2005-12-30 13:41:56 -0500 Ajout de la target install. Retrait de la target update.

<?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>
  <articleinfo>
    <title>System Color</title>
    <subtitle>A typology of RPG mechanics</subtitle>
    <abstract>
      <para>Role playing game design is an art, <quote>a system of
        principles and rules for attaining a desired end</quote>.
        However, it's an art in its infancy.  Although many models
        have been available to describe the experience of role-playing
        game, not much have been done regarding mechanics.  We have
        the DKF description, some designation regarding levels of
        design or mechanics elements but mostly nothing about goal of
        mechanics, or only in a very abstract form.  This article aim
        to explore a single aspect of game mechanics, which is to
        determine which qualities are necessary or at least desirable
        in all role playing games.  This, we hope, will be a first
        premise to more characterization of mechanics, helping us to
        discuss and evaluate different systems, and, with the help of
        other tools, finally create a real science of role-playing
        game design.</para>
    </abstract>
    <keywordset>
      <keyword>GDS model</keyword>
      <keyword>role-playing game</keyword>
      <keyword>system design</keyword>
      <keyword>simulationism, gamism and narrativism</keyword>
    </keywordset>
    <author>
      <firstname>Fabien</firstname>
      <surname>Niñoles</surname>
    </author>
    <copyright>
      <year>2002-2003</year>
      <holder>Fabien Niñoles</holder>
    </copyright>

    <revhistory>
      <revision>
        <revnumber>0.5r3 :</revnumber>
        <date>2003-06-02</date>
        <revdescription>
          <para>Add a paragraph about the link between Beauty and
            colors. Add some keywords to the document.  A small
            remarks is add about the adaptability section.</para>
        </revdescription>
      </revision>
      <revision>
        <revnumber>0.4r4:</revnumber>
        <date>2003-01-26</date>
        <revdescription>
          <para>A lot of minor revisions. Reverse Cyan and Magenta
            association.  Mixed up colors, sorry! Nostalgic Magenta is
            now called Expressive Magenta, and Dream Blue is now
            Immersive Blue. I think a lot about adding a new chapter
            about this.  Also, change the title since this is really a
            Typology of mechanics.</para>
        </revdescription>
      </revision>
      <revision>
        <revnumber>0.3r2 :</revnumber>
        <date>2003-01-10</date>
        <revdescription>
          <para>Add Brightness description.  Move Transparency into
            Brightness and add a note about difference Transparent
            system and Transparent <emphasis>Color</emphasis>
            system.</para>
        </revdescription>
      </revision>
      <revision>
        <revnumber>0.2 :</revnumber>
        <date>2003-01-10</date>
        <revdescription>
          <para>First complete release (public).</para>
        </revdescription>
      </revision>
      <revision>
        <revnumber>0.1 :</revnumber>
        <date>2003-01-01</date>
        <revdescription>
          <para>Initial release (incomplete).</para>
        </revdescription>
      </revision>
    </revhistory>
  </articleinfo>
  <section id="intro">
    <title>Introduction</title>
    
    <para>What's the art of game design?  The Webster 1913 defined art
      as a system of rules and principles for attaining a desired end.
      So, what are those rules, those principles, and more important,
      what's this desired end?  For this last question, I think you
      can have as many answers as there are role players.  Although
      some people have defined and described carefully the motivations
      and goals of players, not much have be done regarding how those
      goals can be satisfied.</para>

    <para>The goal of this article is to make a new step in this
      direction.  What I try to do is to answer to a single question:
      <quote>What's desirable, if not necessary, in every role
      playing game system?</quote> That's a very hard question to
      answer since most role playing games have different goals,
      different settings, different ways to make the role playing
      experience exciting and fun.  But strangely, this appeared to be
      the easier obstacle encountered on this road.  The bigger
      obstacle I met were the lack of a common vocabulary among
      designers.  No designer has the same way of naming things, and
      that's true either in French or English.  Also, people often
      used the same word for talking about very different things.  So
      to avoid this problem, I chose a very different approach: I
      decided to use a color metaphor.  Since colors are a bit opaque
      to role playing system terminology, which doesn't help at all
      for a tool aim to help communication, I had to add some
      adjectives to them, just clear enough to hint the new reader
      about the possible meaning of such colors.</para>

    <para>The first version of this paper will solely be about those
      colors of mechanics, as well as a short presentations of
      examples.  I however plan to add more to it, especially
      regarding other aspects of role playing, like the relation
      between those colors and the already existing typologies, like
      GNS.  But for the beginning, we have to define first what
      constitutes a role playing game, and especially, what's a role
      playing game system.</para>
  </section>

  <section id="rpgdef">
    <title>What's a Role Playing Game?</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 id="temptation">
        <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="cyandef">Dramatic Cyan</link> and <link
        linkend="magentadef">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>
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