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Can sexism be good for plot?
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<blockquote data-quote="gridion" data-source="post: 1589211" data-attributes="member: 18882"><p></Lurk></p><p></p><p>It seems that, once again, where Doña goes I am sure to follow. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I certainly have no objection to including even vibrant sexism in my campaign settings, though I rarely do so. I usually make the conscious decision to leave the sexism and racism settings on low for two reasons:</p><p></p><p>1) Where a society is heavily racist / sexist, it tends to obscure the plot, either taking the limelight or (as someone suggested) encouraging my more progressive players to leave the city/society to seek more comfortable climes; </p><p></p><p>2) Where a society is less racist / sexist, the inequity tends to be ignored or treated with less importance that it deserves, making it (at best) a null issue or (at worst) insulting to those who care about such issues IRL.</p><p></p><p>That being said, I don't "white-wash" my worlds (Doña wouldn't let me, even if I tried). There are certainly gender stereotypes, gender roles, and some gender inequities. One of the most prominant NPCs in my current world was the eldest daughter of a line of patriarchs. She was raised to be a queen, and gifted with all of the characteristics of royalty: intelligence, wisdom, and charisma. Then her father and elder brother died. Her other brother (a PC) didn't want the job and, frankly, wasn't suited for it. So, she took up her father's sword and declared herself King. No one objected (it was a BIG sword). Even so, the NPC is clearly motivated by gender concerns (like sticking women into the line of succession) even though feminism/gender discrimination is not a driving force in the world.</p><p></p><p>I think that -isms can be included in the framework of a good world and a good game, but doing so requires a lot of effort to ensure that it is given the appropriate level of scrutiny and consistency. There are probably also some special concerns when a game includes infrequent or new players. So, unless I want to make an -ism one of the more important elements of a world/game, I typically set it aside to a large extent.</p><p></p><p>As usual, just my 2 cents. YMMV.</p><p></p><p>Gridion</p><p></p><p><Lurk></p></blockquote><p></p>
[QUOTE="gridion, post: 1589211, member: 18882"] </Lurk> It seems that, once again, where Doña goes I am sure to follow. :) I certainly have no objection to including even vibrant sexism in my campaign settings, though I rarely do so. I usually make the conscious decision to leave the sexism and racism settings on low for two reasons: 1) Where a society is heavily racist / sexist, it tends to obscure the plot, either taking the limelight or (as someone suggested) encouraging my more progressive players to leave the city/society to seek more comfortable climes; 2) Where a society is less racist / sexist, the inequity tends to be ignored or treated with less importance that it deserves, making it (at best) a null issue or (at worst) insulting to those who care about such issues IRL. That being said, I don't "white-wash" my worlds (Doña wouldn't let me, even if I tried). There are certainly gender stereotypes, gender roles, and some gender inequities. One of the most prominant NPCs in my current world was the eldest daughter of a line of patriarchs. She was raised to be a queen, and gifted with all of the characteristics of royalty: intelligence, wisdom, and charisma. Then her father and elder brother died. Her other brother (a PC) didn't want the job and, frankly, wasn't suited for it. So, she took up her father's sword and declared herself King. No one objected (it was a BIG sword). Even so, the NPC is clearly motivated by gender concerns (like sticking women into the line of succession) even though feminism/gender discrimination is not a driving force in the world. I think that -isms can be included in the framework of a good world and a good game, but doing so requires a lot of effort to ensure that it is given the appropriate level of scrutiny and consistency. There are probably also some special concerns when a game includes infrequent or new players. So, unless I want to make an -ism one of the more important elements of a world/game, I typically set it aside to a large extent. As usual, just my 2 cents. YMMV. Gridion <Lurk> [/QUOTE]
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