Entry tags:
women and role-playing games
Elsewhere, in a locked entry, a game designer asked what game designers ought to be doing to market role-playing games to women. (Women gamers are definitely a minority.) I wanted to record my (slightly-edited) reply to him. (If this post generates discussion, I'll probably point the original poster at it. This post is public.)
What got me into RPGs, in high school, was that it was a natural outgrowth of the books I was reading. SF&F nerd ostracized by the "cool" kids was the right basis, as it turned out. I, not the guys around me, was the instigator.
Once I got to college I found games to play in, all run by men, and I played rather than running for many years. (As a self-taught GM I was pretty terrible at it.) I was often the only woman in the group despite trying to draw female friends in. I didn't try to analyze it much then; I chalked it up to geek/non-geek rather than male/female. (I didn't know too many female geeks.) There wasn't much "R" in the RPGs I was playing at the time, by the way. More about that later.
More recently, I've seen the "associate" effect [that somebody else wrote about] dominate -- a woman who plays in the game because her husband does, etc. I don't think it's a new trend; I think it's just that I'm now in a position to run into it more. The most recent campaign I played in started with three women (among seven players): one was a not-very-interested wife of a gamer and both of them drifted away after one session; one was the wife of the GM and she was very interested but had a low threshold for rules-geeking; and I was the third. The two women who stuck around both engaged most with (1) storytelling and (2) interesting magic (not just direct-damage spells, though we used those too). I should note that I personally detest games like "Once Upon a Time", but I love the cooperative storytelling of a campaign with a plot and an arc through it. (What's the difference? Maybe the pace? Dunno.) I liked pure-hack-and-slash games when I was in college, but now they don't draw me. I want to craft a three-dimensional character who shares an interesting world with other non-cardboard characters.
To market to women like the two of us, then, emphasize the power of the system to tell interesting stories, to allow character development that isn't pure-optimization stat-wrangling, and throw in some interesting magic. Oh, and don't make the rules so complicated that they get in the way of the story; D&D 3.0/3.5 had its flaws but combat was smooth and spell effects were easy to calculate, and that's huge. I walked out of the only game of Traveller I ever played an hour into character creation because the whole thing was just too complicated. (Bookkeeping is fine -- RuneQuest! was one of my favorite RPGs, back in the day -- but it has to stay in the background.)
So that's one woman's view, for what that's worth.
What got me into RPGs, in high school, was that it was a natural outgrowth of the books I was reading. SF&F nerd ostracized by the "cool" kids was the right basis, as it turned out. I, not the guys around me, was the instigator.
Once I got to college I found games to play in, all run by men, and I played rather than running for many years. (As a self-taught GM I was pretty terrible at it.) I was often the only woman in the group despite trying to draw female friends in. I didn't try to analyze it much then; I chalked it up to geek/non-geek rather than male/female. (I didn't know too many female geeks.) There wasn't much "R" in the RPGs I was playing at the time, by the way. More about that later.
More recently, I've seen the "associate" effect [that somebody else wrote about] dominate -- a woman who plays in the game because her husband does, etc. I don't think it's a new trend; I think it's just that I'm now in a position to run into it more. The most recent campaign I played in started with three women (among seven players): one was a not-very-interested wife of a gamer and both of them drifted away after one session; one was the wife of the GM and she was very interested but had a low threshold for rules-geeking; and I was the third. The two women who stuck around both engaged most with (1) storytelling and (2) interesting magic (not just direct-damage spells, though we used those too). I should note that I personally detest games like "Once Upon a Time", but I love the cooperative storytelling of a campaign with a plot and an arc through it. (What's the difference? Maybe the pace? Dunno.) I liked pure-hack-and-slash games when I was in college, but now they don't draw me. I want to craft a three-dimensional character who shares an interesting world with other non-cardboard characters.
To market to women like the two of us, then, emphasize the power of the system to tell interesting stories, to allow character development that isn't pure-optimization stat-wrangling, and throw in some interesting magic. Oh, and don't make the rules so complicated that they get in the way of the story; D&D 3.0/3.5 had its flaws but combat was smooth and spell effects were easy to calculate, and that's huge. I walked out of the only game of Traveller I ever played an hour into character creation because the whole thing was just too complicated. (Bookkeeping is fine -- RuneQuest! was one of my favorite RPGs, back in the day -- but it has to stay in the background.)
So that's one woman's view, for what that's worth.
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When I dabbled in table top RPGs (mid 1990s) I vastly preferred White Wolf's storytelling system over D&D (uh, 2.0?). With D&D the rules were complicated and I felt they didn't have much relation to telling the story. I'd roll for something and someone would tell me what it meant, but where the numbers came from and why that stat related to this action were very vague (it could also not have been well explained).
WW, OTOH, had very clear attributes, and how the numbers on my character sheet related to the actions I was trying to take was much clearer.
When I played D&D, I felt like I told the GM what I wanted to do, and he translated it into the game for me (dice rolls, etc). In the WW system, it flowed a lot more naturally for me.
(For the record, I played Werewolf; I wasn't one of THOSE Vampire players, :-)
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WhiteWolf Systems
Re: WhiteWolf Systems
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Haven't played in years though. Raising kids put a crimp in RPG fun, especially when Hillel doesn't share the hobby. at. all.
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Oh, and in my previous group, I was one of 2 women in a 5-person group (one was a girlfriend of another player, but there in her own right), while in the current one, I'm one of 3 women in a 4-person group (currently; there's supposed to be another guy joining after some parental health issues resolve). I know a bunch of other women who enjoy role playing but don't currently have games to play in.
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All kidding aside, I agree -- it was the storytelling that kept me from saying "I have better things to do." And, I liked the people in the group.
It's interesting -- WoW, for me, has a great deal of internal story that doesn't always get expressed because not many of my guild mates are into RP. It's fun when we do it, but it's the friends I've made within our guild who keep me logging in.
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Mr. Fixer came from a strong D&D background, but we were early adopters of GURPS. I liked the system much better because it was more realistic (particularly with respect to healing, but also because of the interesting ways to flesh out a character that were not, at that time, available through D&D). Runequest was a bit too technical (too many numbers for him), and we liked the cross-storyline capabilities of having one unified system (phasers vs. magic vs. broadswords). We gamed pretty seriously for a few years, mostly in GURPS, and I was learning how to GM because I enjoyed devising scenarios.
But then we discovered the arts in the SCA in about 1985. We made the conscious decision to spend our creative energies on the SCA rather than gaming. Sometimes I really miss it, though, and we've kept every single scrap of our gaming paraphernalia. Even in the recent move, it was not something either of us considered ditching.
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