women and role-playing games
Oct. 5th, 2011 10:55 pmElsewhere, 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.
(no subject)
Date: 2011-10-07 12:23 am (UTC)A good story-crafting GM makes a big difference. Most of the hack-and-slash games I played in college were (A)D&D, but