Re: The role of the GM
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A more interesting question is why they do it? And how do you spot them? |
Re: The role of the GM
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Re: The role of the GM
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What struck me about this was that both times, he was playing in a mission-oriented team led by a strong female character whose player was also a strong woman. That's not enough evidence to be conclusive, but it made me wonder. |
Re: The role of the GM
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It's much less of a sausage-fest, that's for sure. (In my experience, a "significant number" of women is, "more than one." I've played in campaigns with only one woman, before, and unless the GM wants her, or one of the other players is acting creepy, she doesn't change the group dynamics all that much. Two women, on the other hand, tend to support and reinforce one another, especially if they're already friends, and that changes the dynamics, significantly. My friend, Christopher Denney once observed that, if the party has two women, the men always seem outnumbered. I'm not sure that's entirely true, but it had enough validity to qualify as pretty darn funny.) |
Re: The role of the GM
I don't think I've even seen a group that was less than 40% women since early high school. And I can only think of one group, that lasted for only a couple of months, before that that was all male. I'm used to the ratio of male to female being almost always 50/50 averaged out over time.
It also helps that for most of the last 35 years, a "normal" sized group was 8-12 players. I'm still getting used to the concept of a 4 player group being normal. |
Re: The role of the GM
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Re: The role of the GM
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Re: The role of the GM
When I was growing up my siblings always called D&D and related hobbies "girl games" and I'm still not sure if they were just trying to be extra-insulting to people who preferred fantasy make-believe adventures to getting sweaty and grabbing balls out in the grass or if they though the general demographics skewed female.
Seeing the stereotype skewed in reverse later initially baffled me to no end. |
Re: The role of the GM
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If the requested bring along is beer, I bow out. |
Re: The role of the GM
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I flew with Goons, briefly, before I took a break from EVE, about four years ago. I can't say they were the best bunch to fly with (stupid, profane commentary in local, etc.), and frequently acted like jerks, and they're one of the reasons I took such a long break. That said, they were honest about why they played as they did. Moreover, something fun came out of it. They attacked and defeated the largest, and most annoying (to that date) alliance in EVE (Band of Brothers, or BOB), and in so doing threw 0.0 space into chaos -- which opened up lots of opportunities, for other players. I started to play EVE again, this past spring, and just re-activated my old character. I joined a 0.0 Alliance in what used to be Goonfleet space. They're a great bunch, really, and they took their region by ganging up and destroying Goons (an effort which Goons didn't particularly like, but did respect). Now, the key difference between a computer MMO and a table top game is that, if someone acts like an ass-hat in a PvP MMO, the other players can impose consequences pretty freely. As the Something Awful guys note, that doesn't cause any actual harm to anybody, except (possibly) some hurt feelings in someone you don't really know and will likely never meet. That's totally different in a table-top game, of course. The group needs to establish a set of behavioral norms all agree to follow, I think. If everybody wants to act like an ass-hat, and they all enjoy it, that's fine. It could even be a bit therapeutic. But if not everyone agrees, then people need to make some hard decisions -- which basically come down to, "Alter behavior, or leave the group." |
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