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Tell me about the women in your world!
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<blockquote data-quote="fusangite" data-source="post: 1874190" data-attributes="member: 7240"><p>In all of my game worlds but two, women have been men's social inferiors in the public sphere (where the game takes place). This is simply because the societies I construct in my games are based on our planet's historical, mythical and literary traditions where men dominate the public sphere. </p><p></p><p>I have run two games in which women were more powerful than men; one was based on modern feminist neopagan images of the past. I grew to hate that world and scrapped it because the myth and symbol system was so flat and one-dimensional. </p><p></p><p>The other, more recent one, has been more successful -- it's based on resonances between gnosticism (especially as expressed in modern Sufism), Persian and Celtic fairy legends, and modern celebrity culture as described in magazines like <em>Star</em>. Here I have managed to come up with a world sufficiently rich in myth and grounded in real world culture. But this is my one and only success in creating a game world where women dominate the public sphere.</p><p></p><p>But I'll admit that most of my worlds are like Teflon Billy's. Even the remaining oral traditions of cultures we know to have been matricentric tend to centre on male characters, suggesting that even when men do not own property or hold final legislative authority, they often still dominate mythic narratives. </p><p></p><p>I'm baffled by the ease with which most people run worlds where gender means nothing; but I guess it just goes to show how different gaming styles can be.</p><p></p><p>EDIT: I have never run a game with less than one female player and have approached gender balance at different times; mixed in there with all the male heroic stories in almost any good myth tradition is the inevitable story of the exceptional woman who succeeded in the public sphere.</p></blockquote><p></p>
[QUOTE="fusangite, post: 1874190, member: 7240"] In all of my game worlds but two, women have been men's social inferiors in the public sphere (where the game takes place). This is simply because the societies I construct in my games are based on our planet's historical, mythical and literary traditions where men dominate the public sphere. I have run two games in which women were more powerful than men; one was based on modern feminist neopagan images of the past. I grew to hate that world and scrapped it because the myth and symbol system was so flat and one-dimensional. The other, more recent one, has been more successful -- it's based on resonances between gnosticism (especially as expressed in modern Sufism), Persian and Celtic fairy legends, and modern celebrity culture as described in magazines like [i]Star[/i]. Here I have managed to come up with a world sufficiently rich in myth and grounded in real world culture. But this is my one and only success in creating a game world where women dominate the public sphere. But I'll admit that most of my worlds are like Teflon Billy's. Even the remaining oral traditions of cultures we know to have been matricentric tend to centre on male characters, suggesting that even when men do not own property or hold final legislative authority, they often still dominate mythic narratives. I'm baffled by the ease with which most people run worlds where gender means nothing; but I guess it just goes to show how different gaming styles can be. EDIT: I have never run a game with less than one female player and have approached gender balance at different times; mixed in there with all the male heroic stories in almost any good myth tradition is the inevitable story of the exceptional woman who succeeded in the public sphere. [/QUOTE]
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