In-Game Sexism in Tabletop Roleplaying

Not that long ago, I was talking about my weekly D&D game on Twitter. I do that sometimes, though I’m at a loss for a way to discuss the content of the game without becoming a terrible bore so I mostly just talk vaguely about how rad tabletop roleplaying is and how everyone really ought to try it out with a good group some time. Anyhow, I brought up an oddity of our game - that our in-game party comprises four ladies and no gentlemen. Out of character we have a male DM and one male player, and one of those in-game ladies is an NPC. Still: four women. No men.

Feminism is another thing I tend to talk about on Twitter, so it should have come as no surprise that one of my followers felt that there was a feminist statement in that choice of ours - that it was very cool that we’d play a game about four ladies who had to fight the forces of patriarchy as much as the forces of evil. I rather felt I was letting him down when I explained that we really don’t play that way. Our game examines privilege sometimes, with regards to gender, race, sexuality and class particularly… but it isn’t a game about social justice any more than it’s a game about hunting dragons and delving in dungeons. These things come up occasionally, but they’re not the focus.

What I said then, more or less, was that I deal with sexism enough in reality - I don’t really need much of it in my game. I hear the echo of that every time I see someone complain that all these games journalists are dealing with social justice bullshit (“social justice bullshit”? really?) instead of doing their jobs and talking about games. Or that they don’t want to have to deal with issues when they sit down to be entertained. That kind of entitlement is gross, frankly, particularly when found in someone who will champion ‘games as art’ in the next breath. 

So I’ve thought about it a lot. Ultimately, I don’t think that’s what’s going on here (and I’m pretty sure that isn’t just a self-serving justification, but I’m willing to consider that it might be). Our game has an audience of four. Any messages it has to share are shared among four people, all of whom already grapple with these issues at times. I adore my DM - who also happens to be my husband - but I’m not sure he has a significant amount to say about sexism that couldn’t be better said to someone outside our group who needs that perspective more. 

There may not be much benefit to my understanding of gender in the world to play a fantasy roleplaying game set in a largely egalitarian society, but I also don’t see the benefit of diving into all the worst parts of society every Thursday night with my friends. Games that explore the painful limitations individuals face can be incredibly powerful - look at something like Cart Life, for instance - and may have the potential of expanding someone’s perspective. I can step away from Cart Life, though. I can reflect on it, set it aside when I need to set it aside, and carry its lessons with me without its consequences. There is no similar benefit to discovering my character in D&D won’t be taken seriously because she’s a woman, not when the consequences of that limitation must be carried with me and faced each and every week when I sit down to play. 

Plus, it’s pretty cool to imagine a semi-medieval fantasy world that has gender equality woven into its fabric. Things like Game of Thrones are ‘realistic’ because the women in it (often) only have power on their backs, never mind the dragons, zombies and blood magic. If we’re throwing realism out of the window anyways, can’t we throw a few of the really awful things out with it? GoT inspires Internet-wide discussion, and that’s great. My D&D game doesn’t. I wouldn’t want to play D&D in a utopian world - how impossibly dull that would be - but must we carry over every single thing that drags life down and makes it less worth living?

The first time I played D&D, my character was raped by a prison guard. I’m glad I didn’t decide that it was also my last time playing D&D, and that I found a much better DM. We can build dark, dangerous, realistic worlds and still leave out the things that will hurt our players. Let other forms of storytelling take those kinds of risks. They should - they must. But in a game where you have to inhabit your character, where you make every choice and live out every consequence… there’s really no harm in leaving out the things that are all too painfully real.

sarapocock:

This happens all the time.  Every car horn, every whistle, every cat call and lewd exclamation, strengthens the lesson I’ve been taught over and over and over again throughout my entire life: as a lady, my body is on public display and open for judgment—from anyone.

Most men who will see this are decent, rational guys who will sympathize with my feelings.  A small, vocal handful of dudes will send me private messages about how women like me can’t “take a fucking compliment.”  This is not for either of you.  This is for the guys who don’t know yet that attracting unwanted attention doesn’t make women feel good, no matter how nice their intentions are.  I can’t speak for everyone, but I can say that I personally get embarrassed, often scared, and always—ALWAYS—ashamed, in some way, in how I look.

So… now that you know, cut it out.  Tell all the girls how nice they are and how amazing they are at their jobs instead.

A reblog, yes, but a worthy message.

A reblog, yes, but a worthy message.

(Source: music-traveler, via neil-gaiman)

Farewell, 2012

I’m in a strange head space right now, one wherein wrapping up 2012 seems like the oddest, most arbitrary thing to do. But why not, eh? If left to my own devices, there’s a good chance my best of the year would look pretty similar to the list of the last ten pieces of media I’ve consumed. I’ll try to avoid that.

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Confessions of a Fake Geek Girl

How lucky I am that Tara Brown told fake geek girls to go away this week. As she smartly points out:

Girls who genuinely like their hobby or interest and document what they are doing to help others, not garner attention, are true geeks. The ones who think about how to get attention and then work on a project in order to maximize their klout, are exhibitionists.

And here I am, feeling a great weight lifting off my shoulders. Because, you see, I can finally admit it: I’m a fake geek girl.

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On Clear, and Gamifying Productivity

I’ve long suspected that productivity systems like Getting Things Done are pretty much games. You learn a set of cleverly designed rules, and when you implement them you’re rewarded. The rewards vary by person: a feeling of accomplishment, the joy of checking things off a list, or levelling up into a more productive (and therefore happier?) person.

There have been apps that have tried to make this connection more explicit, like Epic Win.That app has a clever conceit, that your tasks are quests and completing them gives you experience and loot, but the execution never really worked for me. It was, perhaps, a bit too obvious - and nothing was helped by the fact that the early version I tried would regularly delete my progress.

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Let’s Stop Pretending Apple Is the Problem, Shall We?

Have you visited the New York Times to read Charles Duhigg and David Barboza’s analysis of the working conditions in the Chinese factories that work with Apple? It’s not really news, given how many other journalists and bloggers have been compiling similar articles these days, but it’s very, very thorough.

As usual, I’m struck by a few things. For instance, this focus on Apple. Apple is a big customer of Foxconn’s, but so is Microsoft. So is Nintendo. Logitech, Amazon, Panasonic - in fact, it starts to look as though Foxconn may have had a hand in most of the consumer electronics we’re currently surrounded by, doesn’t it?

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A Reflection on Reamde, by Neal Stephenson

Neal Stephenson’s Reamde has some of the tightest prose the author has ever produced. Unfortunately it also has some of the worst plotting. In it, we see what happens when you love your characters too much, when you become an overprotective parent, shielding them from too much harm, tossing yourself in front of every serious danger.

Reamde is an action-thriller, most of the time, a story about a game, a computer virus, and the way everything falls apart for a few people who get caught in the midst of it all. When it’s on, it’s a gripping adventure that keeps the tension high. That tension starts to drain away once you realize that Stephenson can’t let any of the book’s characters out of our sight, and that he’ll pull out every bit of happenstance at his disposal if it means keeping them safe.

Ahead you’ll find spoilers - be warned.

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I’ve been getting out of the reblog habit, but I absolutely have to share this. My lovely friend Laura illustrated our D&D characters in the midst of some hijinx. Adorable, no? Playing an all-girl team is extra fun.

I’ve been getting out of the reblog habit, but I absolutely have to share this. My lovely friend Laura illustrated our D&D characters in the midst of some hijinx. Adorable, no? Playing an all-girl team is extra fun.

I failed miserably at getting proper photos of my full costume, but here’s a peek at me as the 10th Doctor. I will most definitely dress up in this outfit again and get some better shots — it’s fun to play Doctor.

How, Exactly, Does Trendy Entertainment Picture Young Girls?

Dungeon Defenders is quite a fun game. It’s even better with three other players.

Here’s the story, as it were, behind the game:

“These legendary heroes have recently left their younger kin in charge of the common castle chores. Bored with their dreary duties, the inexperienced pupils decide to play… accidentally unleashing an ancient force that has long been dormant!”

How sweet, the little ones must defend the castle. That accounts for their small statures and adorable looks.

Trendy Entertainment kindly included a female character, the Huntress. I get the strangest sense that she’s not intended to appeal to a female audience, though. I can’t put my finger on it…

… How old are these characters supposed to be, again?

Why Freemium Won’t Destroy Gaming

I’m taking this for granted: not everyone who creates a freemium game wants to be  (or work with) the sort of conscience-free shark that Eli Hodapp describes in his dystopian vision of the future here.*

I’m doing that for a few reasons:

  • I know a few of you guys. You’re good guys, and you’re trying to make good games.
  • I’ve played a lot of freemium games. Some of them are amazing. They might be made by assholes - I don’t know their developers personally - but they’re not made by that kind of asshole.
  • I don’t believe that wanting to make money from a game means you’re greedy. If it’s not greedy to ask for money up front (and while some people make the argument that it is, I don’t think we need to take those people seriously), then it’s  not greedy to give a game away and ask for money from fans that want to pay.

You might want to take that for granted, too. It’s hard to talk about the ups and downs of the freemium model when we assume that everyone engaging in it are villains. So let’s cast that theory aside.

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Why a $15 indie game will probably be my game of the year

Yesterday, a friend linked Cracked’s 5 Ways to Tell You’re Getting Too Old for Video Games. I went into it with my hackles up, all prepared to be indignant about how games aren’t just for kids and the average gamer is, you know, an employed adult person. But! This article wasn’t about that.

The title is misleading, really. It’s not about being too old for games. It’s about being too old for certain games. And I feel that. I’m playing Deus Ex: Human Revolution right now. I’m enjoying it. I really, really am. But it’s long, you guys, and I’m a completionist. Extrapolating my experience so far, I’m going to be playing this game for about a zillion years. And Skyrim’s coming out soon, and it will eat my life if I let it.

So when I get down to some serious gaming these days, I rarely turn to the triple A, 40 hour+ titles that come out every few weeks. It’s age, it’s free time, and it’s the fact that my gaming attention span has been shot to pieces by playing mobile games. Instead, when I want to dig into something, I find myself turning to inexpensive downloadable titles on the Playstation Network, on Xbox Live Arcade and on Steam. Usually indies, because those are the studios making these compact experiences.

What I’m looking for is games without bloat. I want to play fewer games where shoddy, unfun sections that last a few hours are considered totally reasonable. I don’t care if those sections are only a tiny portion of the full experience. It’s a few hours of my life, and I value those.

What I’d rather play is Bastion, or games like it. I spent maybe a dozen hours playing that game this summer. In my completely biased opinion, those were some of the best hours of gaming I’ve had this year. Maybe longer.

Bastion is beautiful. The art is lush, crisp, absolutely gorgeous. The music - well, Darren Korb hit it out of the park. My prized find from this year’s PAX Prime is a signed soundtrack, and I’m not normally that concerned with game music.

But more than that, Bastion respected my time. From beginning to end, there was never a moment where I felt like Supergiant Games had put in a little padding. It was exactly the right length for the story they had to tell and the experience they had to share. I never had to grind. I never had to revisit old content. There was always something new to find, and see, and do.

This isn’t a review, so I won’t get into how each of the game’s systems work and how it’s all wrapped up in the story and how amazingly well-told that story is. Lots of people have done that already, in a more timely fashion.

Instead, I just want to say this: more and more, my gaming dollars are going to developers who are making more with less. Less length, smaller budgets, little teams, and fewer marketing dollars. It’s starting to happen in mobile, too. Tiny little perfect experiences are showing up on my phone.

I doubt I’ll ever give up the triple A gaming extravaganzas. There are companies in that space making games I adore, even if I quibble over certain choices. But when I want a gaming experience that I don’t need to set my life aside for, I’m turning to the little guys.