Colors Explained
Introduction: The Finnish Way
To understand how Colors was done, you might well need to know some
things
about the Finnish live-action genre. A fairly complete description can be
found in the FLARPA (Finnish Live Action Role Players' Association) home
page at http://live.roolipeli.net/english/
but I'll sum up some facts here:
- No gamemaster intervention is usually required. The players are supposed
to be able to play the game and use the rules by themselves. A gamemaster
is called only when something extraordinary comes up.
- The characters are usually written and created by the gamemaster
well in advance, which means that no character generation system is
usually required for the players.
- Many games use a very minimal rules system, the ground rule being
"if your character does it, you do it". Boffer, latex, soft-air and even
steel weapons are commonly used for conflict resolution. However, abstract
rules systems such as the Mind's Eye Theater are also in use for genres
that are hard to simulate without extensive rules.
As you will see, Colors was an exception to some of these
generalizations. For those interested in gaming philosophy, the ponpous
but insightful Turku School of Gaming
is also worth a look - Colors was mostly created for the turkuist style
of playing, although as the school didn't officially exist back then.
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