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Archive => GNS Model Discussion => Topic started by: Jack Spencer Jr on February 12, 2003, 11:14:45 AM

Title: How does one Explore Colour?
Post by: Jack Spencer Jr on February 12, 2003, 11:14:45 AM
I think I understand at least some of the possible ways to Explore the other elements of roleplay: Character, Setting, Situation, System; but Colour eludes me. Perhaps it's because I really don't get what color is exactly or maybe I just don't see how it could be prioritized over Exploring any of the other elements.

Any thoughts?
Title: How does one Explore Colour?
Post by: Ron Edwards on February 12, 2003, 11:47:12 AM
Hi Jack,

Here are some threads that pretty much nail the topic down, as far as I can tell:
Crayola role-play (http://www.indie-rpgs.com/viewtopic.php?t=1177)
Setting vs. Color (http://www.indie-rpgs.com/viewtopic.php?t=4)
Rewarding Color (http://www.indie-rpgs.com/viewtopic.php?t=1786)

Best,
Ron
Title: Re: How does one Explore Colour?
Post by: Le Joueur on February 12, 2003, 11:51:43 AM
Quote from: Jack Spencer JrPerhaps it's because I really don't get what color is exactly or maybe I just don't see how it could be prioritized over Exploring any of the other elements.

Any thoughts?
How?  For some time, I've been asking myself that question a lot.  The word-choice of 'Exploration' has been misleading; you aren't necessarily entering 'new territory,' you're just playing the game.  Even so, I think I finally have an answer to the colour question.

Wallow in it.

I mean, what is the difference between The Untouchables (you pick the version), Bogart's Casablanca, and Raiders of the Lost Ark (I think they're in about the same era)?  In one you race around trading tommy-gun battles with gangsters, in the next you struggle to resolve issues of love with the threat of war (okay, I never saw it; bear with me), in the last you travel to exotic places seeking powerful metaphysical secrets.  These are not at all alike in terms of colour, but could theoretically be handled with the same rules (drifting in the use of supernatural for Indie).

If you revel in the gunplay, the intrigue, the daring-do, aren't you exploring colour?

I think.

Fang Langford

p. s. Ron, your link to "Setting vs. Color" goes to something on web publishing; can you fix the link?
Title: How does one Explore Colour?
Post by: Jack Spencer Jr on February 12, 2003, 12:12:37 PM
Quote from: Ron EdwardsHi Jack,
Hi Ron,

The Setting vs. Color vs color link points to a thread about web publishing. Interesting but I didn't see anything about Colour.
Title: How does one Explore Colour?
Post by: Ron Edwards on February 12, 2003, 12:16:34 PM
Whoops, try:
Setting vs. Color (http://www.indie-rpgs.com/viewtopic.php?t=1270)

Best,
Ron
Title: How does one Explore Colour?
Post by: Emily Care on February 12, 2003, 12:58:28 PM
Looking over those three threads, a few things jumped out at me:
Title: How does one Explore Colour?
Post by: Jack Spencer Jr on February 12, 2003, 12:59:06 PM
Thanks. The general impression I'm getting is that Color is a slippery little shit and tough to pin down,...sorta. I find myself agreeing with Fang in one of the linked threads that Color may be a catch-all term for things that are not one of the other Elements of Roleplaying.

The terms seems to be associated with things like Mood, Atmosphere and so on, although is not limited to this. Or so it seems to be implied.

One example of a Pure Color mechanic is taglines in Dying Earth.

One interesting feature is that Color is not limited to Actual Play, at least how I see actual play, at any rate. Things like the book's production in the first place. Art, layout, the physical book itself. How was it published? What sort of book does it resemble? (side note: I always thought Sorcerer looked a little like a Time-Life book) Music and other such things contribute to Color. This is calling up the discussion in Sim Essay: reading the book is the start of play? (http://www.indie-rpgs.com/viewtopic.php?t=5047) but that debate belongs in that thread, I think.