[*]Mars/Venus, etc. are useful books because they are often true. [/i]
The problem with "Mars/Venus" is that it's a light pop-psychology read. The author is more concerned with being cute than very helpful. Men and women, in general, are very different, particularly in communication, conflict resolution and other issues. "Mars/Venus" only gives fairly simplistic advice about such issues...helpful, perhaps, but most of it is fairly intuitive. And when you consider that the author ended up getting a divorce after writing it, it tends to lessen the value I'd grant his advice.
[*]fusangite hit the nail on the head: there's no correct way for a given gaming group to behave except what the members of said gaming group decide. If established groups have trouble assimilating new members, chances are they don't really want new members unless they are new members that already act like they do.
I think that's pretty spot on. If a group wants a new member who's style doesn't mesh with their existing style, they need to decide if they're willing to accomodate that player's style.
As for attracting and keeping female players...well, I don't think that it's a
fait accompli that if you run a certain type of game or heighten certain elements that you will have a greater chance of attracting a female gamer, per se. I think the process you use to bring them into the game is as important as the game itself. IME, many potential female gamers are put off the game by poor treatment from other players, not by the game itself. I've had female gamers who are bloodthirsty, contemplative, shy, rules mechanics and in-depth roleplayers. I couldn't specifically say they adhered more to a specific type, honestly. Does that reflec the gamer community at large as a whole? I don't know. But I believe that the biggest barrier to entry is a lack of an inviting envornment and mentoring. When I was in college, having some people not view every female gamer as a girlfriend-in-the-making was a victory in and of itself.