Teflon Billy said:
My sci-fi game is about low rent smugglers and mercenaries (he shows up with a Psioniscist...which I had expressly forbidden as previous experience had shown them to be "overpowered" for their point totals in the kind of game I was running).
I don't doubt that he could have added something to the game, but when I said "Make a Rogue or Fighter" I meant it. For everyone. Based on my previous experiences
When I said ""No Psionicists" I meant for anyone who wanted to play, again based on my previous experiences.
And when I say "no cross gender" Guess who I mean...and guess why.
They're somehow overpowered for your game? What powers do females
have in your game?
Seriously, this is a false analogy. Being male or being female doesn't involve too much in the way of powers, at least not powers that show up very often.
Instead, what you have are subtle (and sometimes not so subtle) social, cognitive, and emotional differences. A DM who intends to run a well-rounded, complete game with a certain degree of versimilitude needs to be able to understand those differences. That is, unless his world doesn't have any women in it.
I do not understand the reluctance of some DM's to allow players to use cross-gender RP to explore those differences and understand them better.
I don't have the option to play very often. I'm almost always the DM. Whenever I am a player, I try to play a character that is different from me in important ways, so that I can explore different ways of thinking in order to be a better DM. One of the most challenging of these is to play a woman.
Why is this more challenging than, say, playing an Elf?
Simple.
There aren't any Elves across the table evaluating my portrayal, as to its versimilitude.
So at one time, I have an alien way of thinking (well, not TOO alien, but different enough) that I may never understand completely, that I really should be able to do a decent job of to run a game well, that has expert practitioners all around me.
It's like swimming with dolphins.