thefutilist
Adventurer
I think your distinction between "big" and "small" here is the critical fault line. You want to use the same words describing these two phenomena, but for me at least these two phenomena are distinct enough to warrant different language. For instance I have in the past called what you label "big change" "create" while what you call here "small change" for "color". I have in at least two places in this thread so far tried to point out the importance of this distinction. The first was an attempt of explaining based on the granularities involved, compared to the granularity of action resolution. The other is the distinction presented here where it is about relevancy for decission making. I think both formulations are aspects of the same concept that expresses more clearly in different situations. But neither are defining the distinction in a way I feel is sufficiently communicative to bring across the concept.
You probably picked up using the word color from conversations around GNS, which does have different categorisations for this stuff because it is extremely important for looking at how systems are different.
To give a really clear example, there's a game called 'The pool'. When you win a roll you can spend a pool point to narrate what happens on success. What type of stuff can you narrate though? Does it make a difference?
If the player is fighting 'the masked man' and the player wants to knock him to the floor. We roll the dice and the player wins. They spend a pool point and narrate, what's legitimate?
Player: I knock him to the ground and his mask comes off. (GM then reveals who it is)
Player: I knock him to the ground his mask comes off, revealing my father (Player chooses who it is)
I don't think the above two things are the same at all.
So we need language for the type of stuff made up and the type of changes that can occur. GNS has that but in practice it's hard to make comparisons purely on the resolution level because so many other systems are interacting with each other.