[Theory] Let's have a good look at Colour, again

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Simon C:
Is narration in Dogs colour? What about in MLWM?

Why is it useful to define Colour?

Is colour all the parts of the fiction (by which I always mean SIS) that haven't become relevant to the system yet?  So, for example, when the Dogs show up in a town, and I as GM say "it's early winter, but there's already the bite of snow in the air", is that colour? What about when later a Sorcerer raises "If you don't leave now, you'll be trapped by the snow"?

Sorry for these drive-by questions, but I'm finding it hard to get to grips with what's actually being asked in this thread.  Maybe tying the discussion more closely to a piece of actual play would help?  Can someone describe a moment of play and point out which bits are purely colour?

greyorm:
Quote from: Christoph Boeckle on October 12, 2009, 02:52:03 PM

Do you still believe that the two definitions of Colour that I have quoted are sufficient?..I mean, it did take a specific interaction with Ron pointing out specifically what he meant for your click to happen, and it has taken me a good deal of research and actual play to figure it out for myself.

And that's the question, isn't it? I think that the official definitions are wonky. But I'm not sure if that's because my own ingrained gaming biases made me blind to what the definitions were saying, or if the definitions really are wonky.

Christoph Boeckle:
Hi

Okay Raven, we're in the same boat it seems. What would you suggest in helping me make progress here?


Simon, I'd rather you use my two actual play snippets and ask some more precise questions about them, rather than introduce your own situations, because since I've actually played them, I can develop easily.
In the games you cite, Narration is never only Colour. It's always tied up in getting dice, in describing specific character actions in a given situation. Your first Dogs example is probably Setting (Winter), Coloured (bite of snow in the air). The second one is the sorcerer (Character) giving a warning about the weather (Setting) with perhaps some menaces in between the lines, but not much Colour as I see it (all of which amounts to some kind of beginning of a Situation, but we need more: how the Dogs position themselves, what has been established before, etc.)

When you ask "Is colour all the parts of the fiction (by which I always mean SIS) that haven't become relevant to the system yet?", I think you're precisely approaching my own question in this thread.
By the definitions I reported in the first message, we actually don't know if Colour can become relevant to the System. It says that Colour should not "change aspects of action or resolution", or by Ben's definition "not be really central". It doesn't necessarily mean that it cannot become System, but it also doesn't suggest that it could (I believe that a lot of Colour stays inert in practice, and some gets picked up in a central way like I described in my AP snippets). Often when people talk about Colour, they go so far as suggesting that it's all the bits that are never really important, and that's a point I just can't abide with, given my experience. Maybe this is just some definitional thing. As soon as some stuff in Colour becomes central or changes aspects of action or resolution, then it changes status to something else. Either way, there is some dynamic between the components I haven't fully grasped yet.

Does that help to get more in-line with what I'm attempting to address? Central to that point is what I suggest happens to elements of pure Colour in the two AP vignettes.


Cheers
Christoph

Ben Lehman:
In hindsight, I think my "not really central" is kinda crappy.

yrs--
--Ben

Christoph Boeckle:
Hello Ben

I was just thinking about something: both Polaris and Prosopopée are very poetic games, that is, sometimes a metaphor can be taken literally, stars really do sing, blood can make trees grow, etc. These two games are particularly flagrant about allowing a player to transform Colour into other Exploration components. I believe it happens in other games nevertheless, perhaps in a subtler way.

I recall reading some implicit statements about a specific design goal in Polaris regarding Colour in various blog and forum comments, of which you weren't too sure but seemed to be quite eager about (alas I can't find those comments, those probably date back quite a bit). If this is not some figment of my imagination, would you care to elaborate?

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