[Theory] Let's have a good look at Colour, again
Christoph Boeckle:
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.
chance.thirteen:
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.
Ashlin_Evenstar:
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?
Good question! Actually, the answer is just the opposite. Almost all color discussed here at the Forge falls under the Essential Category. Very little of what is discussed could be called Casual. I think the hangup might be where Color and Mechanics start to blend.
It’s been said that Color does not mechanically affect the game, it just details all the other areas of Exploration. This is true. However, (and this is the really important part) mechanics can be assigned to Color. For instance:
Plate Armor is Color. +5 AC is the mechanic assigned to that Color.
Cleric is Color. Has access portions of Magic in the PHB is the mechanic assigned to it.
Fireball is Color. 5d6 dmg to a 10’ radius is the mechanic assigned to that Color.
Cloudy Night is Color. –2 to Perception checks is the mechanic given to that Color.
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.
Imagine a stone in real life. Say that stone had no coloration, and by that I mean absolutely no visual properties at all. Would it be real? Would it be useful? I wouldn’t think so. The colors, the hardness of the stone, its shape, its beauty, its monetary value are what makes the stone interesting or useful. Such is the same with items in the SIS and Color. Characters cannot exist without Color. Setting does not exist without Color. Neither do System or Situation.
Am I clearing this up or just muddying the waters even more? :)
Peace,
-Troy
Troy_Costisick:
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.
Troy_Costisick:
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?
Good question! Actually, the answer is just the opposite. Almost all color discussed here at the Forge falls under the Essential Category. Very little of what is discussed could be called Casual. I think the hangup might be where Color and Mechanics start to blend.
It’s been said that Color does not mechanically affect the game, it just details all the other areas of Exploration. This is true. However, (and this is the really important part) mechanics can be assigned to Color. For instance:
Plate Armor is Color. +5 AC is the mechanic assigned to that Color.
Cleric is Color. Has access portions of Magic in the PHB is the mechanic assigned to it.
Fireball is Color. 5d6 dmg to a 10’ radius is the mechanic assigned to that Color.
Cloudy Night is Color. –2 to Perception checks is the mechanic given to that Color.
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.
Imagine a stone in real life. Say that stone had no coloration, and by that I mean absolutely no visual properties at all. Would it be real? Would it be useful? I wouldn’t think so. The colors, the hardness of the stone, its shape, its beauty, its monetary value are what makes the stone interesting or useful. Such is the same with items in the SIS and Color. Characters cannot exist without Color. Setting does not exist without Color. Neither do System or Situation.
Am I clearing this up or just muddying the waters even more? :)
Peace,
-Troy
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