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Female-friendly game design?
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<blockquote data-quote="Lwaxy" data-source="post: 5946097" data-attributes="member: 53286"><p>Some from your group have already said something, but how is the general dynamic in the group? Are the other players minmaxers, rules lawyers, or just good at knowing the rules? Is there a lot of battle where numbers and statistics take up the majority of the conflict?</p><p></p><p>Because that's what tends to not get the attention of a lot of females, at least at my tables, and makes them feel bored. Even those with a good grasp of the rules. </p><p></p><p> The time it takes to make a character (with the use of all the options in 3.5/PF at least) and the effort it takes to make all the stuff you picked work together well at the table (from remembering sneak attacks, this bonus and that reduction, area of effects...) seems to be a major issue. My newest player, for example, wanted to dive right into playing without having to work on anything but character background. BF made her character based on background, and it works. Yet she's like the type A mentioned somewhere in this thread - she needs us to tell her what to roll. </p><p></p><p>Also, the use of more mundane characters is seen as a plus with the women and girls around here. Like a housewife-turned-hero who compares all the high politics and battle strategies with family and farm management and is usually right on with it. Basically, any concept of non-heroic outgrowing themselves is loved (not only by the females but they introduced it). </p><p></p><p></p><p> </p><p></p><p>I don't think society norms play that big a role anymore, it didn't even back in the 80s at least not for me. </p><p></p><p>Feeling unwelcome in a group that knows each other well is always an issue. A group has to learn to integrate someone, in my experience. </p><p></p><p>You say you've run 1-1 games with your wife. Have you tried adding one other player to this, preferably one she's already comfortable with? I split up groups like that a lot (as their characters split up) and it helps a lot to make people understand how they all tick.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 5946097, member: 53286"] Some from your group have already said something, but how is the general dynamic in the group? Are the other players minmaxers, rules lawyers, or just good at knowing the rules? Is there a lot of battle where numbers and statistics take up the majority of the conflict? Because that's what tends to not get the attention of a lot of females, at least at my tables, and makes them feel bored. Even those with a good grasp of the rules. The time it takes to make a character (with the use of all the options in 3.5/PF at least) and the effort it takes to make all the stuff you picked work together well at the table (from remembering sneak attacks, this bonus and that reduction, area of effects...) seems to be a major issue. My newest player, for example, wanted to dive right into playing without having to work on anything but character background. BF made her character based on background, and it works. Yet she's like the type A mentioned somewhere in this thread - she needs us to tell her what to roll. Also, the use of more mundane characters is seen as a plus with the women and girls around here. Like a housewife-turned-hero who compares all the high politics and battle strategies with family and farm management and is usually right on with it. Basically, any concept of non-heroic outgrowing themselves is loved (not only by the females but they introduced it). I don't think society norms play that big a role anymore, it didn't even back in the 80s at least not for me. Feeling unwelcome in a group that knows each other well is always an issue. A group has to learn to integrate someone, in my experience. You say you've run 1-1 games with your wife. Have you tried adding one other player to this, preferably one she's already comfortable with? I split up groups like that a lot (as their characters split up) and it helps a lot to make people understand how they all tick. [/QUOTE]
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