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(November 03, 2007, 04:35:43 AM)
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[Theory] Let's have a good look at Colour, again
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Topic: [Theory] Let's have a good look at Colour, again (Read 6229 times)
Christoph Boeckle
Member
Posts: 455
Geneva, Switzerland
Re: [Theory] Let's have a good look at Colour, again
«
Reply #45 on:
November 05, 2009, 04:35:41 PM »
Hey Troy
What's with the lecturing? There's three pages of context to the discussion, which I'm pretty sure Fred read at least in part, since what he says makes sense in this light. Sure, the wording isn't quite what it says in the "textbook", but he is precisely discussing the topic I raised, while you just arrived here in a quite imposing manner. At least make the effort to connect with the thread's discussion and show that you understood what we're talking about. I don't want my thread to derail, please.
Fred,
Colour is detail about the other four elements (check my posts to Lior and Marshal just up there). What you're saying nicely flows into the latest point made by Lior in this thread: that Colour
inspires
people to create more. It goes a long way to solving the point I raised in the first post. The Colour in the AP snippet you're referencing (purely System at first, since it's a word we chose out of the blue, as per the game text, to start the session) spread and made little babies all over the Exploration picture.
I refute your allegation that this thread is going into the dangerous zone you're describing. All that I'm taking out of this thread is a little insight about what Colour really is and does and that's good enough for me.
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Regards,
Christoph
chance.thirteen
Member
Posts: 210
Re: [Theory] Let's have a good look at Colour, again
«
Reply #46 on:
November 05, 2009, 05:33:57 PM »
Troy, having read your article I like the terminology of essential and casual color. However, your essential color affects situation and character it seems. Unless I misunderstand what way "affect" is used in this model.
EG if it it important to understand the nature of a dwarven priest in specific , then that is either character, or perhaps situation? Balding is obviously a casual detail (unless that too is somehow an important detail revealing something deeply unusual or specific about the individual like they are devoted to a certain practice or are deathly ill etc). So wouldn't all color as described by the Forge be Casual detail?
I keep bringing up "an award" or "in print" because someone mentioned a question about what criteria applied to winning Ronnies in reference to color. Or so I had thought.
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Ashlin_Evenstar
Member
Posts: 6
Re: [Theory] Let's have a good look at Colour, again
«
Reply #47 on:
November 06, 2009, 03:21:00 AM »
Quote from: chance.thirteen on November 05, 2009, 05:33:57 PM
Troy, having read your article I like the terminology of essential and casual color. However, your essential color affects situation and character it seems. Unless I misunderstand what way "affect" is used in this model.
EG if it it important to understand the nature of a dwarven priest in specific , then that is either character, or perhaps situation? Balding is obviously a casual detail (unless that too is somehow an important detail revealing something deeply unusual or specific about the individual like they are devoted to a certain practice or are deathly ill etc). So wouldn't all color as described by the Forge be Casual detail?
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Troy_Costisick
Member
Posts: 802
Re: [Theory] Let's have a good look at Colour, again
«
Reply #48 on:
November 06, 2009, 03:25:39 AM »
Ugh, sorry. My laptop was logged on under a different name. That was me above. I've tripped up on this before and have fixed it now. My appologies, Ron.
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Troy_Costisick
Member
Posts: 802
Re: [Theory] Let's have a good look at Colour, again
«
Reply #49 on:
November 08, 2009, 05:05:27 AM »
Quote from: chance.thirteen on November 05, 2009, 05:33:57 PM
Troy, having read your article I like the terminology of essential and casual color. However, your essential color affects situation and character it seems. Unless I misunderstand what way "affect" is used in this model.
EG if it it important to understand the nature of a dwarven priest in specific , then that is either character, or perhaps situation? Balding is obviously a casual detail (unless that too is somehow an important detail revealing something deeply unusual or specific about the individual like they are devoted to a certain practice or are deathly ill etc). So wouldn't all color as described by the Forge be Casual detail?
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FredGarber
Member
Posts: 95
Re: [Theory] Let's have a good look at Colour, again
«
Reply #50 on:
November 09, 2009, 10:39:45 AM »
So, Troy, in the Standard Relationship (C*Sy*Si (Se+Ch)) of areas of Exploration, Color isn't really one thing called "Color." It's "Essential Color" AND "Casual Color." Both look identical to the outside observer, but sometimes System/Sitation/Setting/Character is tied to Color (eg, I wear "Plate armor" instead of "Cloth Robes", and the System changes.) and that's Essential Color, but sometimes I'm just Bald, and that's Casual Color.
For example, my character could walk into a tavern, and hear that it is well-lit and cheery. Casual color?
Until the moment when my character wants to extinguish those lights. Now the GM has to determine what part of the System I have to use (water? blankets? magic?) in order to put out these lights, and now the light is Essential Color?
Or was it always Essential Color, but no one Explored the Color until my character thought about putting out the lights?
Is it the Design that provides the Principles by which non-ruleset Decisions (instead of Ad-Hoc) are made as to whether a snippet of Color is Essential or Casual? How is a player to know before he tries to Explore it if the Color was Casual or Essential?
-Fred
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HeTeleports
Member
Posts: 66
The name's Youssef.
Re: [Theory] Let's have a good look at Colour, again
«
Reply #51 on:
November 09, 2009, 11:55:31 AM »
Quote from: Troy_Costisick on November 08, 2009, 05:05:27 AM
Mechanics, resolution, values, and other fiddly bits of the game do not flow from Color to other parts of the SIS. Color is what makes those and other parts of the SIS real. An object does not first exist in Color and then move to one of the other areas in the SIS. The object has always introduced in the other areas with its Color.
Hey there Troy,
Sorry to weigh in so late in the discussion, but I've been avidly reading this along with the "Look at System again."
In the blogpost you linked, you did an excellent job categorizing two different types of color, which again adds definition - something I think the original poster was looking for.
The
line of text
that started Christoph's discussion in the first place was this:
"Some things Ron said back in the November results for the Ronnies stuck in my head ever since.I have been trying to make sense of them. Specifically, I'd like to pick out this fragment;
Quote
Quote from: Ron Edwards
If I can see the bigger reward system, grasp the Currency, and get bug-eyed to transform the Color into System through play (think about that one!), then the hard work is over, and it's all playtesting and refinement from here.
This one got me thinking about what Colour could really achieve in play."
I'm about to plug your two categories of color into that line. Hopefully, the Christmas lights will turn on. If they don't, I might have a loose bulb somewhere on the string.
It was the "transform Color into System" that got Christoph excited, and it's what most of the first two pages of this discussion have been wrestling with.
Your two categories for color (Casual and Effective) refer to color that hasn't been or has been transformed.
Look at the bald dwarf cleric example you make in your blogpost.
The character itself is all color, but the "cleric" and the "dwarf" definitely add to the system in tangible, measurable ways. The things the dwarf does professionally, how well the cleric will survive a cave-in, etc. Those two items are "effective" color.
I posit that those two items are pieces of color that have been "transformed into system." Because of what you and I are imagining with this character, it's going to affect the rules of how we play..
... and then the baldness.
As a victim of male-pattern baldness, I sympathize with your dwarfy cleric. A blank pate isn't going to affect my dungeon-going adventures. Meaning, at this point, the "bald" piece of color is "Casual."
Until our GM introduces an element where the baldness becomes part of the system.
Our bald, cleric dwarf needs to woo a chick. Cleric gives him some positives and negatives (some girls like a guy who's celibate); Dwarf gives him some positives and negatives (maybe the chick's short, maybe she dislikes dwarven food);... but when the GM gives our character a -3 penalty on attempting to woo this chick
because the character is bald
, then he has transformed the color into system.
Said another way, "inspired by the Casual color, the GM has turned that piece into Effective color."
Again: "A player at the table has taken one element of the shared imagination and established some system because of it."
I use the "GM introduces element" line because that's how DnD's system works. In other systems, the players provide similar elements; sometimes the player alone provides the color that gets harvested into system. The dynamic seems to be clearly present in the games Christoph described earlier. I like the sextant example best, though "the head in his hands" character is also inspiring.
Although role-players have been doing some form of that transformation since the beginning of the hobby (whatever game used), a good design makes that transformation easier for players to do and is a regular feature of gameplay.
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HeTeleports
Member
Posts: 66
The name's Youssef.
Re: [Theory] Let's have a good look at Colour, again
«
Reply #52 on:
November 09, 2009, 12:34:07 PM »
....aaaaand, I posted without the following postscript. I'm way to quick with the Post button.
While my post is addressed to Troy, I realize he was there and posting when Ron made the comment Christoph was thinking on.
If my post rings of "He had to say it himself to understand it," that is half-true. I've been explaining it to people in my small circles for a while now.
On one hand, I wouldn’t pretend to educate on the Forge pages. But, on the other, no one has said the “transform color into system” as baldly as I hope I have.
(accidental pun there.)
-Youssef
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Troy_Costisick
Member
Posts: 802
Re: [Theory] Let's have a good look at Colour, again
«
Reply #53 on:
November 09, 2009, 04:22:34 PM »
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Theory Blog:
http://socratesrpg.blogspot.com/
Game Company Website:
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chance.thirteen
Member
Posts: 210
Re: [Theory] Let's have a good look at Colour, again
«
Reply #54 on:
November 09, 2009, 07:51:48 PM »
Troy: You were clear enough the first time.
My point is that if you accept the definition of color is that is has no mechanical effects, then anything that has a mechanical effect isn't color. I can't tell if you wish to overthrow the current definition of color, or are trying to explore something else.
To me color starts with language. Anything isn't "this alters your chances of doing something" probably has color to it, because we want to assign importance to certain details of our play. Otherwise it would read like this:
"There is."
"I do something"
"Things change."
"I do something else"
Beyond that we want to know what we are doing, why that is the approach to use, what we bring to the table that gives us power to affect the situation like that, and what the consequences are. The answers to these questions are what game design seems to be about in general.
So in some games, fighting is the best way to achieve goals, and it's focused on equipment, or special abilities. In others it's about internal personal development, and posing gnarly choices for the character is the way to achieve this. And so we design cause and effect realities for each of these setups, which carry the flavor of our focus. That may or may not be called color, depending on how youwant to define the term, but I still think it will always be on a slippery slope of language.
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Troy_Costisick
Member
Posts: 802
Re: [Theory] Let's have a good look at Colour, again
«
Reply #55 on:
November 10, 2009, 07:28:19 AM »
Heya,
Quote from: HeTeleports on November 09, 2009, 11:55:31 AM
The
line of text
that started Christoph's discussion in the first place was this:
"Some things Ron said back in the November results for the Ronnies stuck in my head ever since.I have been trying to make sense of them. Specifically, I'd like to pick out this fragment;
Quote
Quote from: Ron Edwards
If I can see the bigger reward system, grasp the Currency, and get bug-eyed to transform the Color into System through play (think about that one!), then the hard work is over, and it's all playtesting and refinement from here.
This one got me thinking about what Colour could really achieve in play."
Okay, there is one super-duper important thing I want to cover before going any further. This is something I trip up on all the time. The Big Model is a
model of playdesignabout Designs
and try to
apply them to Play
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Theory Blog:
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HeTeleports
Member
Posts: 66
The name's Youssef.
Re: [Theory] Let's have a good look at Colour, again
«
Reply #56 on:
November 11, 2009, 11:33:50 AM »
Wow, I think I do see the distinction. It's not particularly revolutionary, distinguishing between the Design of the game and the Play of the game, but it really does discount almost all of the material in this four-page thread.
For Christoph's purposes, how does this distinction affect a revised definition of Color?
For mine, I'm trying to understand a distinction between Design and Play when talking about the very place where they actually meet. (I don't mean to suggest the distinction isn't here. I'm just trying to see it.)
The Design of the game - the text that all the players are working from - will obviously affect the Play, via the Lumpley principle. It's not the only thing that affects play, but if a rules set gives a GM the authority to set a bald dwarf at a disadvantage in a chick-wooing contest, then all the players use that text to agree to it.
As I had been reading the thread before, the thing that got Christoph excited about "Color" (undefined; what he was talking about in the last line your quoted section) was the idea that a rules set would encourage (or provoke) players to choose a piece of Color from Play and incorporate it into the System (the agreement by which the players imagine). Using that view, Christoph's quote of Ron's sounds esoteric: can I make a design that drives players to alter their game's world based on the Color the players themselves bring to it?
However, if I understand the distinction between Design Color and Play Color, Troy, the line "get bug-eyed to transform the Color into System through play" merely means "I wanna try out this game." ... ... Which is what you said, "It's like he's saying, "I can't wait to play a dwarven cleric when 4E comes out." In which case, the entire line itself (not just the bug-eyed phrase) is about clarity of Design writing. If he understands the game's rewards and currency and gets excited to play it, then the hard work is over...
If the second view is correct, then it's like discovering Samson's Hairbrush has no power. This big pursuit for four pages culminates in "Explain it well and get me to want to try it." Naturally, the subjectivity was stated plain in the contest, so it seems like a natural answer.
But by plugging in the Design vocabulary into Play discussion, Christoph fired off more than a couple of sparks in my own head (not to mention the thread's participants.) I've got half a mind to pull a Marshwiggle/Quixote: I'm going to hold with the first view (even if misconceived) because it portrays a goal I'd actually like to get to.
(Not that winning prize money is a bad idea... Hmm.)
Thanks, Troy,
-Youssef
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"Oh... be careful. He teleports."
Christoph Boeckle
Member
Posts: 455
Geneva, Switzerland
Re: [Theory] Let's have a good look at Colour, again
«
Reply #57 on:
November 11, 2009, 03:05:44 PM »
Hi guys
This is going nowhere, as far as I'm concerned. I thank Youssef for trying to get back to my point, but it's no wonder you're finding my points esoteric, seeing which angle you chose.
Let's not care what Ron really meant. He might come around and clear that point up. Or he might not. In a certain way, right now, I don't care what he meant. What I care is that I was dissatisfied by the definitions of Colour I have found all over the place. I gave actual play examples to show why. I've shown that some things which at one point in play where just Colour (about a Character, about a Setting), were later fundamental to how the game actually ended and how it felt rewarding to me as a player. If Colour is just details that don't change action or resolution, then it doesn't describe what I reported. I'm not saying that definition is necessarily wrong, just incomplete. So I went off to say that Colour transforms into System, perhaps (Ben gave some good ideas here). Or maybe it's more that there is some other thing at work which we should describe to really get the full picture. I don't really care and I said that I would need time to reflect on all the things people said.
Then the thread was kicked off again, and Lior came and said: "Christoph, you're just saying that Colour is details which
inspire
." And yes, he probably captured the most significant point I was trying to isolate (and it does flow in to what was said earlier in the thread). Nobody has said that before, as far as I'm aware of. Get that. Troy's notion of Essential Colour just categorizes what is important to know in a reactive way. It doesn't say anything about how we
create
using it as a starting point. Plus, it's totally impossible to decide in play if Colour is Essential or Casual, this decision can only be made in retrospect (as my APs show).
So, if Colour is more than details, if Colour inspires players in making choices down the road, then yes, I can start making sense out of my observations (in this sense, the sextant gave us another ending than a washing machine would have). I'm not sure I quite grasp that thing about Colour ending as a central point of the sessions' Reward, but for the while being, I want to play some more before I make big declarations (maybe that is just a coincidence!)
See how we don't even need to reference Ron's citation any more? My point is here, regardless of Ron's point of view. See how I don't need any additional theory nitpicking? See how the Play/Design distinction is not helpful at all? If you don't care for my point of view, that's fine. I'm very happy Lior came along, I'm very happy about some other points made before, about how Colour allows us to make ad-hoc decisions. I want the thread to end here, definitely. Take your points to new threads, by all means. I'm sure good things can come out of them, but this thread needs to rest.
Thanks
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Regards,
Christoph
Troy_Costisick
Member
Posts: 802
Re: [Theory] Let's have a good look at Colour, again
«
Reply #58 on:
November 11, 2009, 03:50:44 PM »
Quote from: HeTeleports on November 11, 2009, 11:33:50 AM
Wow, I think I do see the distinction. It's not particularly revolutionary, distinguishing between the Design of the game and the Play of the game, but it really does discount almost all of the material in this four-page thread.
Quote from: HeTeleports on November 11, 2009, 11:33:50 AM
For Christoph's purposes, how does this distinction affect a revised definition of Color?
Quote from: HeTeleports on November 11, 2009, 11:33:50 AM
For mine, I'm trying to understand a distinction between Design and Play when talking about the very place where they actually meet. (I don't mean to suggest the distinction isn't here. I'm just trying to see it.)
The Design of the game - the text that all the players are working from - will obviously affect the Play, via the Lumpley principle. It's not the only thing that affects play, but if a rules set gives a GM the authority to set a bald dwarf at a disadvantage in a chick-wooing contest, then all the players use that text to agree to it.
Quote from: HeTeleports on November 11, 2009, 11:33:50 AM
As I had been reading the thread before, the thing that got Christoph excited about "Color" (undefined; what he was talking about in the last line your quoted section) was the idea that a rules set would encourage (or provoke) players to choose a piece of Color from Play and incorporate it into the System (the agreement by which the players imagine). Using that view, Christoph's quote of Ron's sounds esoteric: can I make a design that drives players to alter their game's world based on the Color the players themselves bring to it?
Quote from: HeTeleports on November 11, 2009, 11:33:50 AM
However, if I understand the distinction between Design Color and Play Color, Troy, the line "get bug-eyed to transform the Color into System through play" merely means "I wanna try out this game." ... ... Which is what you said, "It's like he's saying, "I can't wait to play a dwarven cleric when 4E comes out." In which case, the entire line itself (not just the bug-eyed phrase) is about clarity of Design writing. If he understands the game's rewards and currency and gets excited to play it, then the hard work is over...
Quote from: HeTeleports on November 11, 2009, 11:33:50 AM
If the second view is correct, then it's like discovering Samson's Hairbrush has no power. This big pursuit for four pages culminates in "Explain it well and get me to want to try it."
-You nailed it.
Quote from: HeTeleports on November 11, 2009, 11:33:50 AM
But by plugging in the Design vocabulary into Play discussion, Christoph fired off more than a couple of sparks in my own head (not to mention the thread's participants.) I've got half a mind to pull a Marshwiggle/Quixote: I'm going to hold with the first view (even if misconceived) because it portrays a goal I'd actually like to get to.
(Not that winning prize money is a bad idea... Hmm.)
Thanks, Troy,
-Youssef
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Troy_Costisick
Member
Posts: 802
Re: [Theory] Let's have a good look at Colour, again
«
Reply #59 on:
November 11, 2009, 03:54:04 PM »
Christoph,
I didn't see your post before adding mine. So I appologize if you wanted the thread to end prior to my response to Youssef. Please feel free to ignore eveything I said.
Peace
-Troy
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