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Brand,
Setting = color means that the setting "issues" are non-issues. Women are second-class citizens, but the women PCs are automatically exempt from that fate - usually without any in-game reason or process. This is done for the sake of appeasing pc-ness, to create some kind of gaming "fairness", or just because we believe our 2000AD standards to be universal. At best the games might feature the PCs as outsiders (as most games of D&D do) and the native community as, well, natives with their peculiar mysogynic customs. The native social structure is only used as backdrop, and the PCs are usually untouched by it. It falls for me in the same category as "weapons prohibited to wizards" list. (Similarly there are slaves, but nobody is a slave-owner, or the treatment of slaves is never discussed, or if someone is sold into slavery they never seem to experience anything worse than a night in custody before their buddies barge in to save them.)
Such a setting either ignores those issues on the thematic level as above, or altogether. Fantasyland can be virtually the liberal utopia of our time. And nobody seems to care, because they didn't come to tackle the setting on this level at all. They came to have ADVENTURES!
As for your question - oh yes. The setting is not engaging on its own, and it hampers the ability to create a believable character in that setting, which sucks. If you want to just immerse in the experience of living in an extremely non-egalitarian setting (not for the sake of changing its ways) I won't stop you. But who would, and for what purpose? And if you create a character who is rebelling against the setting, isn't this kind of a non-choice? And so, the female PC is already conveniently cast a priori as a "successful rebel". Because the game is implicitly not about letting the PCs muck around with gender roles and the ways of ye olde society. (Fantasyland is even worse in this regard, since it's just our world, dressed up for no good reason.) Only if setting =/= color can gender become a valid issue. Like in Claire's Dogs scene, it can matter and it can be engaging. It can be an engine to create tension, not a brush to paint some scenery with.
Actually, I did a bit of misrepresentation in the last paragraph. In a way, I myself willingly roleplayed a woman in such a setting, just so I could experience what it is like to be treated by men in a certain way. It was very very illuminating, but I don't see a woman doing this for fun, not when they can see those things up close and personal every day.
MarK.
Everyone: how do you find that creating characters with dysfunctional sexual natures or histories of sexual abuse relates to the sex/gender of the characters you create? How does it come up in play? Do you only see abused characters in play, or do people ever play sexual abusers? And how do you deal with the out-of-game issues that it might raise for players with histories of sexual abuse of their own?My other "female" PC at this point is actually a gender-switcher that is tied to another character. Due to a magical geas the character has to assume the sex opposite that of hir master, so she's a girl when the master is a boy and a boy when the master is a girl. In both forms the character is highly sexualized and built to be both the boy and girl that you would want to fuck but wouldn't because you knew it was bad trouble. So the girl is certainly that tempting bit again, but the boy is too… and the whole thing is complicated by the fact that the character is basically the bound mount and companion of another character.I'm a guy, what business do I have exploring the victimization of rape victims?What business do you [as a guy] have exploring the victimization of rape victims? Lots of business if you're doing it sensitively and with learning exploration in mind (besides which, I firmly believe that rape is not something that only happens to women).
It calls for the question though: What have you learned/ taken away from the experience?
I didn't like playing her at all. She seemed flat, hypocritical, and weak because she got out of something only to enforce it. There is no great story in that, there's no revenge, there's no struggle.How do you relate your fantasy-women that you play or interact with in RPGs to the real women in your day-to-day life?
When you play a female character, do you play the woman you want to be or the woman you want to be with or the woman you want have a torrid, one night fling with? Why?
That's an interesting observation. It's one I've thought about too. Much as I'm now talking about some cross gender play that has changed me, I have to say there are equal (greater?) amounts that haven't.
What do you think the difference is? Is it a timing issue? A matter of the things you face in game? How strong of a pre-judgement you go into the game with?
Jonathan, Matt -- what are some issues of masculenity that you really want to be able to nail in a game that you have been able to? That you haven't been able to? Is it easier to do it in a game with or without women? Or with only women?
Anyway, since you've said you'd like a mixed group: How mixed? Would you want a male or female GM? No GM? Any specific techniques, methods, etc -- or should we wait for part 2 of the manifesto?
I'm not sure that's where the answer is, really. I mean, it should totally be okay for there to be groups that are all guys, and games that are more appealing to men, and so on. We just have to identify them as such, rather than as what's 'normal.'Which is funny, because when thinking about the "Women Who Run With the (Wild West) Wolves" game (BitV) I just assumed that you could run it without all of that. I know it's just because it's you and I have played through some really delicate gender issues in your games, and you've totally earned that trust. It's funny though what assumptions we make unconciously even when we're trying to keep track them.jogged a mile to catch up with the thread...
Brand,
What about the female who rebels against the world and loses? Or loses part way? Or wins only after a lot of pain and sacrifice? Can that get around the "you will win a priori" issue?
Sure, but this presupposes that the one can engage in such issues in the setting. You see, a woman can rebel and lose a priori just "because that's how things are in this world" and this sucks big time for me. Any other reason for any result of her rebellion is cool, and can make a great story if the group is into it and is willing to shake the setting up.
MarK.
Let us say that you and I and Jonathan are going to do a game in which we explore issues of masculenity and being a man in a way that gets at issues of men being distanced from their emotions. We want a fourth to join the game, and to GM for us. Does the gender of the GM mater to you at that point? Not because of "what is normal" or "what we should do as enlightened men who want to welcome women into our hobby" but because of "what will make you most able to get the issues you want."
Can you post a link to the Feminist Game Design manifesto somewhere?
You mean like City of the Moon or Snow From Korea (any version)?