Forum changes: Editing of posts has been turned off until further notice.
Started by Callan S., November 10, 2005, 03:58:56 AM
Quote from: Joshua BishopRoby on November 10, 2005, 01:59:14 PMI think you're attributing a dismissal of color as immaterial that isn't really the case. Color is one of the components of exploration, and it is something that players explore and are interested in. Color is important -- color is the multiplier that creates intensity out of the other components of exploration. So the assertion that color can engage players is certainly a sound one. That color can engage players without any of the other components involved is also sound -- snakes and ladders being a prime example. Everything White Wolf has ever put out is another.However, whether exploring Color without exploring the other four components is actually role-playing will stir up some... discussion, let's say.
Quote from: Joshua BishopRoby on November 11, 2005, 12:02:36 AMI suspect the word you're looking for is iconic, Bob. Board games and card games (and video games) make extensive use of icons with powerful symbolic potential -- these allow players to immediately assign meaning to those icons in a quick, intuitive way.
QuoteHowever, whether exploring Color without exploring the other four components is actually role-playing will stir up some... discussion, let's say.
QuoteI can't quite put my finger on the issue I'm getting at, but it has something to do with symbolism in game art and components, and the reaction one has to them. I mean that at a deeper level than "pretty is good", too.
Quote from: Callan S. on November 11, 2005, 06:10:39 PMIt's something I'm going to look into soon; that the BYO investment assumption of roleplay games is frought with entropy. Primarily because one players investment may be another players color. The BYO assumption works if every single investment brought to the table makes another player invest as well. Thus play continues as investment bounces back and forth. But in reality, people are quite different (especially as they grow older) and the ball will get dropped more often than not, until all players have investments but they inspire nothing in any other player present. Then play is at a dead halt (barring any application of illusionist techniques).
Quote from: Callan S. on November 10, 2005, 03:58:56 AMIt's the sort of thing that the forge would commonly define as colour. However, once I've invested in it, it's not colour any more. It can return to just being color, if the player feels a reason to withdraw from it.
Quote from: Callan S. on November 11, 2005, 06:10:39 PMWhat are the other components of exploration you mention? I don't know the forge jargon for those (or have forgotten). As for colour creating intensity out of these other components, I think I'm more talking about a player getting so interested in a piece of color, it becomes more than colour.
Quote from: Mark Woodhouse on November 11, 2005, 09:28:25 PMMe: "If it's a Western, we've got to have a shootout!"K: "If it's a Western, I want to play poker!"T: "If it's a Western, the bad guys should be all grubby and nasty, and the good guys should be clean and sing."
Quote from: JoshuaThere's nothing wrong with Color, nothing 'less' or lacking with things that are Color. It's just a category of "things in the game that don't have a mechanical impact". If something does have mechanical impact, it's one of the others, which are: System, Character, Setting, and Situation.