I'm sort of losing the thread of the argument here. Because there can be exceptions and rationalizations to make characters unisex, it is more comfortable and natural for characters to be unisex? Or is more that a GM has the tools to mandate unisex answers if it's somehow deemed necessary? Because the example I use came from a player who wanted her character to put on a dress — something that nobody had ever seen said half-orc wear before, in part because it would challenge the character.
Because there can be, and also can not be, it is upon the player's head to effectively communicate how far they want to take things. The problem that's been presented here is when DMs say "well, you're playing a chick so I'm going to..." There's no choice in this situation, the DM has removed the choice, and nobody likes to lose control.
You could say the exact same thing of any choice that has consequences in an RPG. Failing to disarm a trap means you could take damage from a trap? Charging an army with inferior strength and no plan could result in death? Mouthing off to the Dread Emperor-King means he might have you imprisoned or worse? You REALLY need to take your games less seriously. Sure, you can remove any potential consequences from sex for the sake of not wanting to focus on it, just as you can remove the possibility of death from combat or hazardous environments. But you're not some kind of weirdo if you don't. You can even say "I won't make your character get pregnant against your consent," and a player can still wind up spending gold pieces on contraceptives because it seems enjoyably in-character that the character would worry about such things, being bereft of the meta-knowledge of the social contract.
Of course you could, but unless you're playing with the Book of Erotic Fantasy, you're probably going to address sex from a social standpoint, whereas a trap would be addressed from a mechanical standpoint.
Plenty of people like complicated games. Such complications are one of the things that differentiate RPGs from boardgames. I'm not saying that the ability to opt out is bad — far from it, I've had players tell me their characters were sterile for similar reasons, and that was fine! The ability to opt out is good, and in-game reliable contraceptives are a good design decision. However, the ability to opt in is also a good thing.
Exactly, the problem is, as I've noted, when you get DMs or players who want to go farther than the group. It is a group game, and even if one guy wants to role play all the sex scenes, and one girl wants to get knocked up every time she has an "encounter". It's opt in, or opt out, but it's also a democracy, the game only goes as far as the group is willing to let it go.
All respect, but I cannot disagree more that these things only make the game more complicated in a bad way. Too much first-hand experience with gender differentiation and sexual identity as plot points that complicate the games in good ways. Some players want romantic subplots, which are impossible to do well if characters have no sexual preferences and no distinct attitudes toward sexuality in or outside of courtship or marriage. And some players (like the guy in my game who wants to have an angsty teenage romantic triangle) see romance as an opportunity to entertain everyone else at the table, possibly in comedic fashion.
True, again, this is one of those "talk it out and see how far everyone wants to go" moments.
Again, I'll absolutely back you if you say people should have the option to opt out. Completely disagree with the concept that opting in is a bad idea. In my experience, it's only a bad idea if the people around the table don't want to do it (which is not always the case), or if they just plain suck (also, thankfully not always the case).
But is there not a certain degree to which once people have opted in, you are opted in as well? Or vice-versus? Lets say maybe Joe makes a joke about his female PC having a wild time and maybe getting knocked up. Jill(playing a female pc) the player is mildly annoyed at him, but rolls with it, and says "okay, lets see if she got pregnant", the DM, being the fun sporting type plays along and tells Joe to roll a d20, if he gets say, 1, 10, or 20, his character is now pregnant. Joe rolls a 20, and weirdness and hilarity ensue.
Except, like in the legal world, we now have a precedent, perhaps this group also includes Jack(playing a female PC), Frank(a male PC), and Jane(also a male PC), Frank doesn't care because hey, his PC is a guy. Jane thinks it's all funny, but Jack is a little distrubed at this. Now, Jack has a few choices, he can talk to the group, he can leave the group, but under pressure, he may acquiesce to the group decision, never voicing his discomfort.
Once you get a certain level of approval(such as the previous statement by someone about their players agreeing female PCs get extra damage 3 days out of the month), you either much object, possibly being the group buzz-kill, or you must leave(which is never fun), or you have to roll with it.
Heh. I will admit that I post from something of a privileged position, as I pretty much roleplay with longterm friends and co-workers. My most long-running games are with people I know so well that we're often talking about games when we're hanging out like we would anyway. Now and again I have to remind myself that not everyone plays that way.
You do, because if the above were to go down in my current group, I do not think I know people well enough to roll with it.
Again, I'm totally in favor of opting in or out, but because of the group dynamic, the one player who doesn't want to go down this road can often get steam-rolled into something they don't want to do.
Which, IMO, once you get past romantic entanglements, into the more physical aspects of men and women, then you start to complicate the game in a bad way. Romance? Sure, fine. Love quad-rangles? Confusing, but often fun. Sexual encounters, if your PC desperately wants to have a baby, these things, they make the game complicated. Especially when they are unilateral decisions made by a single obnoxious player, a iron-fist DM, or by simple group dynamic.