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Old 08-05-2016, 11:21 PM   #11
tshiggins
 
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Join Date: Aug 2004
Location: Denver, Colorado
Default Re: The role of the GM

Quote:
Originally Posted by whswhs View Post
I'm not sure if I've ever run a campaign where all the players were male, at least not in the past quarter century. I recently ran a one-shot where all five players were female. But my games are almost all mixed-sex. Perhaps that's why I don't see much of what you describe.
I've run two campaigns, now, which had significant numbers of women. In my current campaign, there are actually more women than men, in the party. While they're all different (see the funny comments in the Facets campaign write-ups, over in the GURPS forum), their willingness to assert themselves mean the men are pretty well-behaved, usually.

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.)
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