The only other place I can think of where romance equals graphic sexual content is certain breeds of "romance novel" aimed at bored housewives.
Note to self: design Housewives & Hussies RPG...
The only other place I can think of where romance equals graphic sexual content is certain breeds of "romance novel" aimed at bored housewives.
Wait a minute...are you saying the other PC had some sort of power, an actual in game mechanical effect, that started the whole thingFair enough. I'm glad to have had the experience. For a second I was annoyed, too, about Jas becoming smitten, but, I figured, roll with it and make it mine, and see where it goes.
I mean, I hope you're not saying that you'd be annoyed with Jas making googly eyes at a character that forced those very rolls on her. Besides that, the GM supplied the enemies and deals and all that.
That sounds a lot like a stylistic choice made on the point of a player, or perhaps on a campaign that decides to spend a lot of time in a dungeon. Sure, the half-orc paladin wears plate whether he's male or female. But at the formal event, only one of them is likely to wear a dress. And even though the "dress up like a civilian would" trope may be the same idea regardless of gender, a dress means different things than pants.
An approach to casual sex is likely to be fairly different too, because unless birth control is 100% available and reliable, there are very different consequences for men and women every chance encounter. A male bard might come back to a town years later to find a child that looks kind of like him. A female bard is pregnant wherever she goes. Even in games where it's assumed that the GM won't get your character pregnant without your permission, I find that female characters are frequently more picky about their liaisons simply because the players find it more plausible.
If a GM doesn't acknowledge a PC's gender in some way, then it doesn't matter how much value the player puts on that gender — it's automatically next to zero. That in itself runs the risk of alienating the player. Maybe the player wants to run into prejudice, but maybe not: maybe the player just wants to see a barkeep say "ma'am" instead of "sir," or "milady" instead of "milord," because it gives the impression that the GM is paying attention to them, and trying to visualize the character they describe. If you get the feeling that just about any cipher of a player character could go through the campaign and nothing would change, it can remove any sense of ownership or belonging.
That said, so much of this seems to boil down to a communication issue. It's always easier not to talk about things, or to set up rules like "nobody can play cross-gender" or "everybody can play cross-gender" that can be pointed to instead of talking things out. But I'd always recommend talking with players about every character they make.
I'm not saying it's entirely inconsequential, just that it's much less significant than it seems it's being made out into.No, they're really not. And in fact, the first time the GM makes a pronoun error with the PC, the experience is going to be different for the player. Gender is not an inconsequential construct. The idea of gender-neutrality is conceivable only in a world with no genders. It's like the old joke... I don't have an accent, everyone else does.
Women are actually capable of this....and this knowledge is...strange.I agree that the characters are similar, but there a thousand something-elses that change the experience. For instance, let's say you defeat a vicious opponent. One of the PCs decides to urinate on the villain's corpse. That presents a substantially different picture if the PC is in question is the female fighter, versus a male fighter, versus another PC in the presence of the PC fighter, and so forth.
In the real world? sure. In a fantasy world? Only if you want them to.Characters have names, and the vast majority of names are gendered. The vast majority of names have associations, as well.
Yes, but again, the value of it is determined by the player. How "female" they want to be is up to them.Isn't that enough?
Fortunately for us all, in the particular setting of RPs, human interaction is only what you want it to be.I would be cautious in assuming, but I would not make NO assumptions. Human interaction largely doesn't work like that.
1: Could they? Without an image, it's possible they might not, perceptions are funny things like that, everyone has their own.Here's a question for y'all. Imagine a player decides to play a prank on the other players. He's a male player. He conceives of a female barbarian and imagines what she would be like. However, he gives a male name and tells all the other players he is playing a male character. He plays only the psychological aspects of being female. First of all, can anyone tell? Second, is there any aspect of femininity that can be captured by the masculine mind? Third, is his character rendered unbelievable? Fourth, if a character is "more feminine" in behavior, what does that mean if we are talking about a male playing a male character?
I've noticed a few people are weary due to real life cues, such as tripping over calling the male player "She" or "her" or hearing the distinctly male voice (or even worse, a terrible falsetto) for their character.
How would, or how does, your opinion change in an online game?
By the way, this makes me think: who has romance in their games? I've had all sorts of different kinds of romance in all sorts of different ways, and I don't really worry about matching character gender to player gender. Certainly, it's usually a stretch to match character gender to GM gender. But otherwise--one night fade-to-black stands, Bond Girls, carefully calculated pregnancies, spouses, courtly love, being called away on family emergencies, crass distractions, crushes, puppy love, I've seen and done it all. Who else does?
It's kind of unfortunate that this even needs to be a qualifier for purposes of admitting "there is romance in our games." The only other place I can think of where romance equals graphic sexual content is certain breeds of "romance novel" aimed at bored housewives.
Note to self: design Housewives & Hussies RPG...
Wait a minute...are you saying the other PC had some sort of power, an actual in game mechanical effect, that started the whole thing
If that's the case that is something else I don't want in a game I play in - players should always get to choose how their PCs deal with other player's PCs. If a player has her/his PC use a power on another's PC, especially one that would change the victim's behavior, that's unacceptable (in general - I can envision a few uses where it could be necessary and explained in such a way that another player wouldn't mind)
Indie games have no problem with this. I have not played any, but I am pretty sure that there are romance RPGs in the indie scene. I think that Breaking the Ice is a romance RPG.You might find that difficult - a couple days ago my wife was explaining to me the difference between RPGs and formula romance novels. Basically, in an RPG it's very important to be in control, whereas romance novel plots centre around willingly surrendering control. In an RPG, surrendering control normally leads to deprotagonisation, which is undesirable. So you might be able to recreate the romance-novel form in game-book format, but almost certainly not in a regular RPG.
Indie Press Revolution said:Breaking the Ice is a Romantic Comedy role playing game for two players. Players help one another tell the tale of romance arising between two characters, and the set-backs and wacky twists the lovers' tale may take. Quick and easy, the game can be played in one sitting with no prior preparation required.
Play out the ups and downs of a couple's first three dates. From first bumbling attempts to get to know one another, to the stirrings of trust and desire. Watch the attraction flare, and see if the flame will light a fire that will last for a lifetime—or just burn brightly for a moment, and then flicker out.
Unique word-web character generation.
Simple and intuitive mechanics.
Collaborative, synergistic play.
Great introductory game for non-gamers.
Rules for more than two players.
"Breaking the Ice is a rare thing: a delight as a story, and a truly interesting game. It blows away any traditional RPG I've ever seen." - Clinton R. Nixon, creator of The Shadow of Yesterday
"The great beauty of the game is, if I can say it poetically, that it is an ode to our vulnerability." - Victor Gijsbers
Indie games have no problem with this. I have not played any, but I am pretty sure that there are romance RPGs in the indie scene. I think that Breaking the Ice is a romance RPG.