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<blockquote data-quote="amerigoV" data-source="post: 7651413"><p>I am curious about this one as well. I do not buy into "women are more emotional than men", but men do have a societal pressure not to show certain emotions or to at least restrain them. In my limited experience (lets face it, gaming groups tend to be stable for long periods, so I am not claiming to have gamed with 100s of players or anything) that does leak over into the gaming table. Men tend to play "manly" characters, which includes them playing the PC with a restricted reaction range to emotional situations.</p><p></p><p>I get what she was saying based on the werewolf example. But I freely admit I will gear certain scenes to a woman player if I want to set a tone for a scene or adventure. I do this not because I think they are more emotional, but that women (ime) will role-play the character's reaction more true to how the character would react in real life. </p><p></p><p>Let me give an example of where I favored a woman player for a scene. In an opening adventure the group completely missed/blew off the fact that there was a "the world will end if you do not do something" meta plot out there (for you Savage Worlds fans - the main 50 Fathoms Plot Point). So I looked for a way to make it more personal so the players and PCs would react. I heard a great little story on the radio (old time-radio show) and decided to adapt it. The story was a couple (socialites) took a stroll on the beach after a party and discovered old man writing names and dates in the sand. It turns out the dates were their date of death. The point of the story was these two saw their dates and decided to live more meaningful lives in the time they had left (and it had a nice, eerie tone to it). So I wanted to get a similar reaction to from the group - I wanted a player that would be both curious and weirded out while fully interacting with the scene and not just throw out some joke to ruin the mood. So I geared the whole scene to a woman player in the group and made the rest of the knuckleheads stay quiet. The scene came off beautifully and it engaged the whole group through her (plus I did not have to get out the big clue bat).</p><p></p><p>Would one of the men in the group done that well? Possibly and even likely. But I knew I had a 90%+ chance that she (and other women players in my past groups) would pull it off vs. say 60% chance with the male players.</p><p></p><p>(FYI a few session later she cut the hand of the ship's captain (and other PC), but that is another story)</p></blockquote><p></p>
[QUOTE="amerigoV, post: 7651413"] I am curious about this one as well. I do not buy into "women are more emotional than men", but men do have a societal pressure not to show certain emotions or to at least restrain them. In my limited experience (lets face it, gaming groups tend to be stable for long periods, so I am not claiming to have gamed with 100s of players or anything) that does leak over into the gaming table. Men tend to play "manly" characters, which includes them playing the PC with a restricted reaction range to emotional situations. I get what she was saying based on the werewolf example. But I freely admit I will gear certain scenes to a woman player if I want to set a tone for a scene or adventure. I do this not because I think they are more emotional, but that women (ime) will role-play the character's reaction more true to how the character would react in real life. Let me give an example of where I favored a woman player for a scene. In an opening adventure the group completely missed/blew off the fact that there was a "the world will end if you do not do something" meta plot out there (for you Savage Worlds fans - the main 50 Fathoms Plot Point). So I looked for a way to make it more personal so the players and PCs would react. I heard a great little story on the radio (old time-radio show) and decided to adapt it. The story was a couple (socialites) took a stroll on the beach after a party and discovered old man writing names and dates in the sand. It turns out the dates were their date of death. The point of the story was these two saw their dates and decided to live more meaningful lives in the time they had left (and it had a nice, eerie tone to it). So I wanted to get a similar reaction to from the group - I wanted a player that would be both curious and weirded out while fully interacting with the scene and not just throw out some joke to ruin the mood. So I geared the whole scene to a woman player in the group and made the rest of the knuckleheads stay quiet. The scene came off beautifully and it engaged the whole group through her (plus I did not have to get out the big clue bat). Would one of the men in the group done that well? Possibly and even likely. But I knew I had a 90%+ chance that she (and other women players in my past groups) would pull it off vs. say 60% chance with the male players. (FYI a few session later she cut the hand of the ship's captain (and other PC), but that is another story) [/QUOTE]
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