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<blockquote data-quote="Annie Bulloch" data-source="post: 7747835" data-attributes="member: 6940258"><p>I never want anyone to minimize homoerotic undertones or overtones! But yeah, it's a real problem when the only women in a game are treated like objects or tokens. A lot of that is under the DM's control too. </p><p></p><p>I wouldn't generalize what women bring to the table, as we're obviously not a uniform category. I want everyone to understand their characters, and I love it when we have a game where we can get into heavy RP. But bringing a diverse group to the table definitely helps add dimension that you won't get from a more homogenous group, even if you're playing something fast-paced like a two-hour block of Adventurer's League where you're necessarily light on RP.</p><p></p><p>And let's not argue about play styles. None of those approaches are inherently wrong -- it all depends on the players and what the group prefers. You can try to give new players guidance so it's easy for them to get started, but people learn in different ways and have inherently different approaches. There are plenty of tables I wouldn't enjoy playing at, but that doesn't necessarily mean their fun is wrong. It's just not for me.</p><p></p><p>There's a luxury to introducing a new player to the game when they have time to create a character and figure things out. I've spent a good amount of time with new players at my shop, walking them through character creation and talking about their options. This is especially common with the youth players, but I've done it for adults too when I have time. However, it can be very different with something like Adventurer's League. I have someone walk in just about every week who's never played before and wants to jump into a game that starts in 10 minutes. That's where the pre-gens come in, and it works fine to get their feet wet. I do steer them toward spell-light characters in those situations because it's easier to figure out on the fly.</p></blockquote><p></p>
[QUOTE="Annie Bulloch, post: 7747835, member: 6940258"] I never want anyone to minimize homoerotic undertones or overtones! But yeah, it's a real problem when the only women in a game are treated like objects or tokens. A lot of that is under the DM's control too. I wouldn't generalize what women bring to the table, as we're obviously not a uniform category. I want everyone to understand their characters, and I love it when we have a game where we can get into heavy RP. But bringing a diverse group to the table definitely helps add dimension that you won't get from a more homogenous group, even if you're playing something fast-paced like a two-hour block of Adventurer's League where you're necessarily light on RP. And let's not argue about play styles. None of those approaches are inherently wrong -- it all depends on the players and what the group prefers. You can try to give new players guidance so it's easy for them to get started, but people learn in different ways and have inherently different approaches. There are plenty of tables I wouldn't enjoy playing at, but that doesn't necessarily mean their fun is wrong. It's just not for me. There's a luxury to introducing a new player to the game when they have time to create a character and figure things out. I've spent a good amount of time with new players at my shop, walking them through character creation and talking about their options. This is especially common with the youth players, but I've done it for adults too when I have time. However, it can be very different with something like Adventurer's League. I have someone walk in just about every week who's never played before and wants to jump into a game that starts in 10 minutes. That's where the pre-gens come in, and it works fine to get their feet wet. I do steer them toward spell-light characters in those situations because it's easier to figure out on the fly. [/QUOTE]
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