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Sexism in D&D and on ENWorld (now with SOLUTIONS!)

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And, as I keep repeating ad nauseam in this post, I seriously don't see why the societal factors and biology of our world should even be that relevant to how we portray the sexes and sexism in a fantasy world, much (if not all) of which clearly does not share either our societal factors and biology.

In most settings (published & homebrew), it's taken that (most) 'humans' are essentially identical to real world humans, sexual dimorphism and all. There are exceptions, like the Wilderlands' Amazons, but the base line human is a human much like those of the real world. Basing arguments on rules for generating PCs is a complete red herring IMO. There are good metagame reasons for not imposing Strength penalties on female PCs. They have nothing to do with non-heroic female NPCs, who are normally assumed to have similar strength to real-world human females; likewise human males.

Apart from Order of the Stick, I have never seen a setting where the world is created based on the PC-centric rules in the PHB.

As for nature vs nurture, obviously the two sides of this politically charged argument are unlikely to agree on either premises or conclusions.
 

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I'm not presuming that everyone is going to be interested in or able to engage in a discussion with me on the subject. More than a few people have popped in to say essentially "you're wrong" and left, and that's fine too.
Which is, really, what I'm doing too. I'm just following up a little bit since you were kind enough to reply rather than read, and pass over my comments.
shilsen said:
In that case, is the behavior of those of us posting in this thread really that important or offensive to you?
I'm not offended, I'm just saying.
shilsen said:
I'll have to pass. From what little I've seen of Circvs Maximvs, it doesn't make for polite and well-reasoned discussion, especially on inflammatory subjects. And admittedly some of that is sheer laziness :)
Well, it's neither here nor there, but I'd suggest you have another look. I find the opposite to be true. Without moderation to hide behind, people are more responsible for what they say. There are some real douchey comments from real douchey people from time to time, but since everyone is free to call them on their douchiness, that's the minority. The climate at Circvs Maximvs actually is more conducive to polite and well-reasoned discussion than here in many ways. At least in my opinion.

Although you do have to be prepared for the occasional unexpected wild ride from time to time.
 

And, as I keep repeating ad nauseam in this post, I seriously don't see why the societal factors and biology of our world should even be that relevant to how we portray the sexes and sexism in a fantasy world, much (if not all) of which clearly does not share either our societal factors and biology.

Because it's easier that way. Like I brought up in another thread about why people expect some form of realism (in that case physical realism) in their games, it's easiest to handle game settings as an exercise in exception, by describing where it's different from what we know and understand, than by construction.

We all have experience with a variety of modern social relationships, we all have some familiarity with past ones via our knowledge of history, portrayals in historical media, portrayals adapted into modern media, and the modern products of those past relationships. Structuring a campaign setting with all sorts of alternative social relationships takes a lot of hard work, particularly when these alternatives are probably going to be filtered through the brain as comparisons with the ones we already know anyway.
 

Sexism may be caused by biology but that does not mean that is cannot be argued against or decryed.

You're right. That was a poor argument of mine, and it doesn't follow at all. Sorry about that. There are plenty of things caused by biology that can and should be argued against and decried. Like cancer and lifespans that are way, way too short. Forgive me, it was late. :)

What I meant was that if sexism is not counter to a good life as a human, then it should not be argued against or decried. If it's biological in origin, and not harmful to life, then it should not only be accepted but exploited.

For instance, schools can do very well to consider sex trends in their organization, curricula, and pedagogy. Arguing that differences between boys and girls, on average, can be socialized out of existence is very harmful to our boys and girls. That goes for D&D and RPGs, too: arguing that differences between men and women are only social (despite strong evidence to the contrary) can only hurt the game and limit its audience.
 

If you are going to deal with issues of sexism in game, I would first be really, really up front with your players on it. I'm a huge believer in groups sitting down, before character generation, before play, and discussing and hashing out elements that they all would like to see in the game. The buy in for the campaign tends to work better when everyone is singing from the same page (or at least humming along).

Sexism, like any other real world issue, can get people pissed off. And that's not something you probably want at your gaming table. You have to know your players for this to work. If you are going to, for example, explore the idea that women are X (whether that be exploited, or on top matriarchy, or whatever), then make sure your players are groovy with this in the game. If they're not on board, your game's going to die a painful death, so, you might as well know up front.

Now, personally, I think the issue should be dealt with at a more community level. Individual games can certainly do what they can, but, I think it does help the hobby in general if we are more supportive of any trend that expands the hobby. To be 100% honest here, this has nothing to do with altruism and everything to do with wanting the hobby to be so culturally accepted and ingrained that it's perfectly mainstream. That being able to find a tabletop group anywhere, anytime, is no more difficult than finding a local team to join. If that means making some efforts to open things up to women, hey, I'm all for it.

I'm not entirely sure how to do that, although, perhaps smacking the guy oggling the breasts of the girl who happened to come into the FLGS is a damn good start.
 



In regards to the settings, I would agree with the OP that very few of the settings stand up to scrutily with regard to numbers of sentient species and top level predators. I cannot imagine that Elves/Eladrin could have reproduction biology resembling humans or the world would be buried under the weight of starving elves.

Nice image!

Other than that, it will be as sexist as the society that create it. There is so much of our daily assumption that we do not question and that will be reflected in the campaigns we create, unless someone calls us on it.
This also applies to the gamer culture in general also.

True. Which is why I'm calling :)

In most settings (published & homebrew), it's taken that (most) 'humans' are essentially identical to real world humans, sexual dimorphism and all.

I agree that it seems to be so. Obviously, I have some issues with that. And I think it's especially amusing (though I understand why it exists) when that gets applied to non-human fantasy species to, which it often/usually does.

There are exceptions, like the Wilderlands' Amazons, but the base line human is a human much like those of the real world. Basing arguments on rules for generating PCs is a complete red herring IMO. There are good metagame reasons for not imposing Strength penalties on female PCs. They have nothing to do with non-heroic female NPCs, who are normally assumed to have similar strength to real-world human females; likewise human males.

Fair enough. We'll have to differ about the red herring angle, since I think the fact that female PCs (and many NPCs, for that matter) can have exactly the same stats (physical and mental) as any male PCs is relevant.

Well, it's neither here nor there, but I'd suggest you have another look. I find the opposite to be true. Without moderation to hide behind, people are more responsible for what they say. There are some real douchey comments from real douchey people from time to time, but since everyone is free to call them on their douchiness, that's the minority. The climate at Circvs Maximvs actually is more conducive to polite and well-reasoned discussion than here in many ways. At least in my opinion.

Okay. Maybe I'll take a look at it another time, but I'm not putting money on it, more due to time issues than anything else.

Although you do have to be prepared for the occasional unexpected wild ride from time to time.

So I noticed :)

Because it's easier that way. Like I brought up in another thread about why people expect some form of realism (in that case physical realism) in their games, it's easiest to handle game settings as an exercise in exception, by describing where it's different from what we know and understand, than by construction.

We all have experience with a variety of modern social relationships, we all have some familiarity with past ones via our knowledge of history, portrayals in historical media, portrayals adapted into modern media, and the modern products of those past relationships. Structuring a campaign setting with all sorts of alternative social relationships takes a lot of hard work, particularly when these alternatives are probably going to be filtered through the brain as comparisons with the ones we already know anyway.

That's a reasonable and very plausible explanation. And I understand the reasons which you listed, even though I may sometimes decry the end results.

What I meant was that if sexism is not counter to a good life as a human, then it should not be argued against or decried. If it's biological in origin, and not harmful to life, then it should not only be accepted but exploited.

I personally think - and find, in my experience - that sexism tends to be pretty harmful to a good life. And by sexism I specifically mean when one treats someone not as an individual but rather as a member of a particular group and assumes certain things about them on that basis.

For instance, schools can do very well to consider sex trends in their organization, curricula, and pedagogy. Arguing that differences between boys and girls, on average, can be socialized out of existence is very harmful to our boys and girls. That goes for D&D and RPGs, too: arguing that differences between men and women are only social (despite strong evidence to the contrary) can only hurt the game and limit its audience.

I obviously differ with you about the strong evidence, since I think the social and cultural differences heavily supersede and mediate any biological ones. Also, since we - as human beings - are constantly overriding and mediating our biology in order to go about our day-to-day lives, I also have some issues with heavy emphasis on gender as the determinant of individual identity. And, to tie it back to the issue of gaming again, especially so when it comes to an individual playing a game which is essentially about the imagination.

If you are going to deal with issues of sexism in game, I would first be really, really up front with your players on it. I'm a huge believer in groups sitting down, before character generation, before play, and discussing and hashing out elements that they all would like to see in the game. The buy in for the campaign tends to work better when everyone is singing from the same page (or at least humming along).

Sexism, like any other real world issue, can get people pissed off. And that's not something you probably want at your gaming table. You have to know your players for this to work. If you are going to, for example, explore the idea that women are X (whether that be exploited, or on top matriarchy, or whatever), then make sure your players are groovy with this in the game. If they're not on board, your game's going to die a painful death, so, you might as well know up front.

Good point. And, as you said, this is just a good idea in general. Making sure everyone is on the same page helps a lot.

Now, personally, I think the issue should be dealt with at a more community level. Individual games can certainly do what they can, but, I think it does help the hobby in general if we are more supportive of any trend that expands the hobby. To be 100% honest here, this has nothing to do with altruism and everything to do with wanting the hobby to be so culturally accepted and ingrained that it's perfectly mainstream. That being able to find a tabletop group anywhere, anytime, is no more difficult than finding a local team to join. If that means making some efforts to open things up to women, hey, I'm all for it.

I appreciate the honesty. My primary aim, personally, is much more about just being equally accepting and inclusive to different people and less about improving the cultural acceptance of the hobby. But I do think that making D&D less of a boy's club would be a good move to that end.

I'm not entirely sure how to do that, although, perhaps smacking the guy oggling the breasts of the girl who happened to come into the FLGS is a damn good start.

Good move. A lot of the time I think the issue with sexism in the community is not so much about people being sexist themselves, but simply not saying anything when other people are. Which, while arguably not being as poor a form of behavior, certainly does allow the behavior to continue and perhaps flourish.

Someone find the quote in the original D&D set referring to "women's lib" . . .

Is there one? This promises to be hilarious.

Like Mallus, I'm very interested to hear it.
 

Wow, what a long thread. But I've gotten to the end. So let me just say:

Great thread.

In general terms I'd have to agree with the OP and the others (Proserpine, Matthew Freedman* and Canis to name the ones I can remember.) I won't add my .02 cents worth, the above mentioned posters (and others!) have said everything I would want to say and in much more erudite ways than I could. And I have learnt two new words: cisgender and solipsism. Cool stuff. Oh and Shilsen, thanks for offering a few solutions to the issues at hand.

I can respond to Lanefan's question about female roles in a campaign.

My main campaign that I have been running for some years now has been a conscious attempt on my part to make gender neutral campaign setting. My NPC list has 208 names on it. Of these 90 are female.

Now the main part of the list lists dwarves. It's a dwarf campaign. And I have specifically said that there is no sexual inequality among the dwarves (not so other races.) I have 162 dwarves named. 73 are female. I've broken it down further by rough groupings. The Royal Household has 17 named people, 8 female. The King is male. The Queen is just the Royal consort and has no political power. The Ordinary Folk section has 52 names, only 22 female. I can say I did a little better in the Military and Clergy where just over half of the NPCs listed are female (22 out of 39) and they are mostly senior, highly repsected people whom the PCs get to deal with. Historically speaking, the list of previous monarchs has 11 names, of whom only 4 are female. After I realised this I expressed my mea culpa by making the female monarchs more interesting. ;)

All up I'd say I've done a pretty good job. But even when consciously trying to make myself be gender neutral in campaign design there's still some classic gender roles come in. The King for example. Without even thinking about it I made the monarch male. So to the Heir Apparent. (At least I made it a Constitutional monarchy!) Since then I've tried to to do it randomly.

The non-dwarves are where the real disparity seems to leak in: 56 names, of whom only 17 are female. But then in this case the human and giant societies are meant to be something of a contrast to the dwarves.

Of the PCs we've had, over the course of play, 3 female players, 4 male. Currently down to 4 male, 1 female (of whom only 2 males are original players.) 2 of the women play(ed) male characters. 1 male player plays a female character. Everyone else plays their own gender. In terms of problems with transgender characters: none. Neither me nor the players are in anyway bothered by this.


*BTW Matthew, I understood your first post as you intended it. Your written communication skills are not that bad. ;)

cheers.
 
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Wow, this is a loooong thread. It's very hard to keep up.

This is, to a certain extent, what I was trying to get at when I stated that men cannot understand what it feels like to a woman to live in a sexist world, because they don't experience it.

I want to share an experience that I had.

I am in to LARP as well as table-top, and I used to go to the Gathering here in the UK. For those of you who haven't come across this, it is a large-scale fest system which is based (at a high level) on the political manoeuvrings of a set of factions. One of the factions is called the Tarantulas and is based on the classic Drow. As well as having a couple of events which are aimed at everyone attending, the game also featured smaller events. One set of these were the 'parliaments'. Each faction had one and they were primarily designed so that only members of that faction would attend.

Back when I played (about 10 years ago now) I was a human, and my character was an ambassador, so I decided to go to all the parliaments. When I attended the Drow parliament, I turned up and looked round the room. Everyone else there was a Drow - jet black skin, platinum white hair. And they all had weapons, and a reputation for killing people on a whim.

At that moment, I felt genuinely scared that I (my character) might be killed. I made me appreciate what it must be like to be a racial minority in an environment that was hostile to them.

I am very meritocratic, so prejudice is never something I have gone in to. After that experience my views on equality were further re-enforced.

I'm not advocating the use of RPGs as instructional aides, but emersive gaming is a powerful tool in exploring society's problems and learning how you personally can overcome them in your dealings with people.

Cheers,
Dan
 

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