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Female-friendly game design?
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<blockquote data-quote="edemaitre" data-source="post: 5944951" data-attributes="member: 3372"><p><strong>Women and role-playing</strong></p><p></p><p>I agree that there are some cultural factors and styles that may affect the participation of female role-players. However, it's best to approach promoting your game to individual women and groups.</p><p></p><p>Is there a lot of locker-room, sexist humor? Some of the women I've gamed with were thick-skinned, others less so. Does your wife prefer more narrative-style storytelling to hack-and-slash combat or statistically maximized resource management? Again, I've know both men and women who preferred one over the other.</p><p></p><p><em>Blue Rose, Mouse Guard</em>, and various games based on FATE or <em>Cortex</em> focus on building relationships and character development. Some of these systems are also less crunchy and thus more accessible to casual (vs. hardcore or competitive) gamers.</p><p></p><p>With any individual, Game Master, or group of gamers, it's best to find what rules set, subgenre, and style of play is most appealing. It's also a good idea to be patient -- a game in the style of <em>Dresden Files</em> or <em>Game of Thrones</em> usually won't capture the feeling or player interest in just one session.</p></blockquote><p></p>
[QUOTE="edemaitre, post: 5944951, member: 3372"] [b]Women and role-playing[/b] I agree that there are some cultural factors and styles that may affect the participation of female role-players. However, it's best to approach promoting your game to individual women and groups. Is there a lot of locker-room, sexist humor? Some of the women I've gamed with were thick-skinned, others less so. Does your wife prefer more narrative-style storytelling to hack-and-slash combat or statistically maximized resource management? Again, I've know both men and women who preferred one over the other. [I]Blue Rose, Mouse Guard[/I], and various games based on FATE or [I]Cortex[/I] focus on building relationships and character development. Some of these systems are also less crunchy and thus more accessible to casual (vs. hardcore or competitive) gamers. With any individual, Game Master, or group of gamers, it's best to find what rules set, subgenre, and style of play is most appealing. It's also a good idea to be patient -- a game in the style of [I]Dresden Files[/I] or [I]Game of Thrones[/I] usually won't capture the feeling or player interest in just one session. [/QUOTE]
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