Gradine
🏳️⚧️ (she/her) 🇵🇸
The question always needs to be: "Why make this choice?"
There's always this appeal to either "historical" or "scientific" "reality" when defending what are generally unpopular or controversial decision. But this doesn't really justify anything. It is impossible to properly model every piece of reality in a role-playing game; many, many things are going to fall through the cracks. Every designer is going to have to make choices about what they are going to model and what they going to ignore.
So why is "women are less strong than men" the mechanic you've chosen to model in your game, as opposed to, say, realistic models of cleanliness? Why do you feel it is important enough to plant your flag on the hill for? What is your game communicating by modeling this when many other games have long since moved on from it?
Like or not, these are the kinds of questions you're going to be asked when you make those kinds of choices.
There's always this appeal to either "historical" or "scientific" "reality" when defending what are generally unpopular or controversial decision. But this doesn't really justify anything. It is impossible to properly model every piece of reality in a role-playing game; many, many things are going to fall through the cracks. Every designer is going to have to make choices about what they are going to model and what they going to ignore.
So why is "women are less strong than men" the mechanic you've chosen to model in your game, as opposed to, say, realistic models of cleanliness? Why do you feel it is important enough to plant your flag on the hill for? What is your game communicating by modeling this when many other games have long since moved on from it?
Like or not, these are the kinds of questions you're going to be asked when you make those kinds of choices.