Female and Male Gamers

KidCthulhu said:

3) Let the women be the movers of the combat, and give them successes. Kicking butt turns many pacifist players into combat machines. Maybe you can have the some or all of the men captured, netted, paralyzed or otherwise incapacitated as your cliffhanger. Then the women HAVE to fight to save the others. This gives them motivation, and lets them be the heros.

Consider using a monster or villain whose attacks only target men; for example, consider a variant banshee or a siren whose voice drives men to madness or entrances them. It would be up to the women to solve the problem.
 

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Morik said:
So my take is to leave the woman out of the fight and only do it with the male players. I will tell the woman why I guess it's better I have the second part of the adventure with the males alone. But I will definatly let the woman decide wheter they want to take part of a great fight. But then they have to learn some rules first.
Do this only if you REALLY want trouble. The absolute worst thing you can do is proceed with this plan of excluding the women in your group from a part of the game.

If they don't like big battles, then they will simply take a back seat and let the guys run the action. If they complain, then just say that you're trying to give everybody a bit of what they like. I don't think they'll mind - just don't explain it in terms of gender preferences. Instead of saying "the boys like a bit of a fight, the girls like to roleplay", say "some of you like to roleplay, others like to fight".

You never know, they might even find it fun despite themselves and join in. A lot of people *say* they don't like this or that, but when they try it they have a good time nonetheless.
 

Pielorinho said:
Some ideas:
-Explain about readying an action to disrupt spellcasting. People with good ranged attacks (especially with magic missiles) excel at this.
-Make sure that the weaker characters know not to charge into melee combat. Inexperienced players often do this and get creamed.
-Make sure that the tougher characters know that they can trip, disarm, and so forth. You don't need to explain the rules; just make sure they know of the possibilities.
-Make sure the rogue knows about flanking.
-Be pretty liberal with allowing people to suggest actions to other players during the battle. If someone is about to do something stupid (cast a spell right next to the shield guardian when they could take a 5' step and then cast), give them an in-game warning ("You're about to cast the spell when the shield guardian swings around to look at you. Casting the spell will mean dropping your guard for a moment; would you rather step back away from him and then cast?") At the same time, don't let other players gang up on the less-experienced ones ("You fool, why didn't you cast dispel magic? Arggh!")

Good luck! This has the potential to be a great session!
Daniel

Thank you all for your advices. They are really helpful and just at the moment I printed all pages out and reading them again.

I like the idea to describe the essential strengths of some characters to the players like the 'Make sure the rogue knows about flanking' thing. That's exactly what I need to do.

And my first intention to let the woman out of the fight is now history, once and for all. You were right on this, really.

The fight with the naga/guardian/nightmare is not the 'Big Fight'.
The big fight will involve some strategy planning from the players, otherwise they will have heavy casualities.

In the 'big fight' there will be
a Firegiant (with 'Boots' with an intellect much like an artifact)
an Oger with his Orc-Gang
a RedWizard with his Thayan Knight
a Gang of Goblins (along with Spellcasters)

This band is full of rivalities and mistrust among each other. These monsters ARE NOT a group that grew together is the past. They are hired mercenaries and have only one job:
They have to dig! Dig for a lost tomb in the near of the aformentioned (see my earlier post) castle ruin. In these tomb they will have to awaken some kind of a 'fallen angel' (not Lucifer himself).

These monsters are local inhabitants and come together for the first time just because the money offered to them were to much to resist. These adventure takes part in the Neverwinter Woods and vicinity.

The RedWizard and the Knight are here because of searching just that: A lost tomb which happens to have an imprisoned 'Sultan Effreet' and the RedWizard thinks now the one they are digging for is this tomb they are hunting for since 2 years. (But it isn't). So the RedWizard and his loyal Knight are having their own plans.

The Oger and his Orc gang were encountered before by the characters of Klaudia, Florian and Daniel. These encounter were won by the PCs that time ago and the Oger/Orc Gang (which have specialised in 'Bridge Tolls') were reduced from 12 to 3 members. Maybe they will remember the PCs at first sight, maybe... (it's been years since this dramatic encounter).

So for Klaudia I know she will fight if the fight is not just a randomise thing, it have to be a story behind it.

And you sure right about the motivation. It's essential!

Before it turns to much into a story hour I will end here.

Thanks again for giving me such wonderful response.
I wish I could have you on my gaming table!

If I find the time I will post the adventure after plaing at the story hour and hope you are interested.

Thanks again
Eric
 

Some more things

IMHO you're problem is not the stereotypical "Women love to talk, men fight" thing. It's more about newbies who don't know much about combat and experienced hack&slashers.

Other gave good examples. What I did: I had a group of beginners. Males as well as females. I didn't talk much about the combat rules, I let them say what they wanna do and acted for them somehow... Used good tactics (flanking for rogues and so on) for them. They learned quickly, women as well as men. And be sure to include many encounters that can easily be solved either way. With combat or without.
Often newbies feel helpless in talking situations and rely on combat. A little talk afterwards about the possibilities gives them the feeling that they CAN talk somehow, they usually come up with good ideas next time. Or they turn into combat hungry Hack&Slashers! :D
 

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