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Can sexism be good for plot?
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<blockquote data-quote="Barastrondo" data-source="post: 1589298" data-attributes="member: 3820"><p>The "how" of "how do I address the topic?" is pretty much along with the majority: there are some gender roles that are a bit more common by region, but they're not frequently the sort of thing that would inspire great prejudice for breaking them. It all really depends on what I think is cool. A duke who rides wyverns and goes hunting is cool; but so is a duchess with the same interests. In some regions, the archetypal male barkeep is comforting and familiar; in others, brewing and tavernkeeping is a woman's job (as in old Sumeria). Sometimes my players are interested in playing up a particular archetype that's gender related (like a fey enchantress); sometimes they like to break gender roles. Whatever they think is cool.</p><p></p><p>The "why" is pretty much based on religion. In general, the gods and goddesses are equal in number, and each is generally an equal in power, so it follows from there that the world will mirror that. This applies to balance between the sexes as well as to balance between those cosmic forces like good and evil. Now, different cultures have different interpretations of the gods, so one culture might see a particular deities as Patriarch (or Matriarch) over all the others, and so some sexism or other cultural bias (such as a war-god promoting a warlike society) is possible. It just depends how I feel like tweaking the local flavor of an area to derive stories out of it. </p><p></p><p>To answer the subject question, yes, sexism can be good for plot. But I think it's better for the plot of a single story here and there than the overarching theme of an entire campaign, much less multiple campaigns set in the same world.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 1589298, member: 3820"] The "how" of "how do I address the topic?" is pretty much along with the majority: there are some gender roles that are a bit more common by region, but they're not frequently the sort of thing that would inspire great prejudice for breaking them. It all really depends on what I think is cool. A duke who rides wyverns and goes hunting is cool; but so is a duchess with the same interests. In some regions, the archetypal male barkeep is comforting and familiar; in others, brewing and tavernkeeping is a woman's job (as in old Sumeria). Sometimes my players are interested in playing up a particular archetype that's gender related (like a fey enchantress); sometimes they like to break gender roles. Whatever they think is cool. The "why" is pretty much based on religion. In general, the gods and goddesses are equal in number, and each is generally an equal in power, so it follows from there that the world will mirror that. This applies to balance between the sexes as well as to balance between those cosmic forces like good and evil. Now, different cultures have different interpretations of the gods, so one culture might see a particular deities as Patriarch (or Matriarch) over all the others, and so some sexism or other cultural bias (such as a war-god promoting a warlike society) is possible. It just depends how I feel like tweaking the local flavor of an area to derive stories out of it. To answer the subject question, yes, sexism can be good for plot. But I think it's better for the plot of a single story here and there than the overarching theme of an entire campaign, much less multiple campaigns set in the same world. [/QUOTE]
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