Women Gamers vs. PCs/DMs Significant Others

Queen_Dopplepopolis said:
Anyway, I was just wondering how many of you know women that joined the game of their own volition... so, how many of you have women that you cannot distinguish as so-and-sos wife/girlfriend... the types that joined the game "for love of the game," as opposed to "for love of their husbands"?

For those of you men, did you witness a break like this for those infamous "DM's wives"? Does there ever come a point when these women stop being the DM's wife and just become one of the players? What is the catalyst for that? Is there something specific that happens(ed) that made you realize that this chick was no longer a tag-a-long, but a legitimate Role Player?
Back In The Day (i.e., middle school/highschool): one girl who joined for her own sake, 'cause we were all friends. One girl that i ended up dating, and i honestly can't remember whether dating or D&D happened first, but it definitely became her own thing by the end. Her little sister, and another little sister--the former initially because it was better than sitting at home, the latter initially because she was really into it. Of the other girls, we had another little sister (which made her about the age of the general group, because her brother was a couple years older), a couple girlfriends that never got into it, a best friend that took to RPGs like a fish to water, and several just-friends that stuck with it. Oh, and one girl that might have first tried RPGs because of her boyfriend (i don't know for certain), but they'd broken up already when i met her, so she joined the group of her own volition.

Since then, i haven't had a single girlfriend/wife in any group i've been in. All of the attached/married couples were gaming before they were a couple--and weren't necessarily even in the same games. So, that's something like a dozen women, all of whom were RPing for their own sake, or maybe because all their friends were doing it, but not because of a SO. I have had one guy brought to the gaming table because his wife was already in the group. Though i think he'd done some RPGs back in highschool.

However, i have witnessed the shift you're talking about, because i've known lots of people, male and female, that joined the gaming group primarily because that's what all their friends were doing, and about half of them (maybe a bit more) eventually shifted from "gaming because my friends are" to "hanging with my friends because they're also in the game". Sorry, no deep analysis available; RPGs aren't for everyone (just as, say, tennis isn't), and most of the gamers i've known didn't know beforehand that they would like RPGs, so some of them loved it, some of them never got into it. When i think i've seen the catalyst, it's varied from person to person, probably according to their personality and desires. For some, the defining moment was a really phenomenal success in the game (which could mean a single lucky die roll, or a specific encounter, or even the accomplishment of a major quest). For others, the first time they were able to experience something from a character POV that was antithetical to their own POV was the defining moment. For at least one, the first time she knew the rules well enough to make her own character, rather than have someone else do the number crunching to try to match her concept, seemed to be the breakpoint. It just seems to vary.
 

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I DM for a small group. My girlfriend, my friend and his girlfriend. Both of the women fall into the mold of SO players. The result seems to be that they are casual gamers. They enjoy themselves but they don't think about the game between sessions like my friend and I do. They also seem to lack the gaming stamina to run the marathon sessions my friend and I enjoy so much. I really wish they were more into it. In fact I wish I played with more serious gamers of both sexes. However, I don't disparage them for their level of involvement/commitment. It was a great deal of fun to bring my friend's SO into the fold.
 

I've stated in other threads that my wife plays. Originally she got into it because of me, but its definitely her game now. Otherwise, I had three die-hard girl gamers in my original group (circa late 1970s), and my first DM was a nun. She and the priest she shared a Napoleonic Miniatures hobby with (the priest is now a Bishop) brought back the original D&D set from a minis con and we got to play as one of the Friday Freetime choices. The club I ran my second timei n college was 50 percent game girls, most of whom were "lifestylers" like me. Mostly Superhero and Fantasy, heavy on the D&D. This would have been around 1990.
 

Let me see, my wife plays in a game I'm running now, I introduced her to gaming before we even started dating, and she has been gaming for the sake of the game ever since. A friend of mine (female) games and drug her husband along once or twice, that didn't work. Another friend of mine (female) who games frequently is much more into it than her SO. I can't really say that I've run into ANY girls who game for the sake of their SO, but some of the guys do...
 

fusangite said:
I understand from those WOTC marketing statistics and some theorizing of my own that RPG involvement has gradually ceased, over time, to be strongly gendered male. But for people of my generation and older (I'm 32), our perceptions of gaming were shaped at an earlier time. So I would wager that for both men and women born in the mid 70s or earlier, RPGs will always be strongly associated with the male gender (but, paradoxically not with masculinity). I would therefore expect that tales of involvement/recruitment in gaming for women in their late 20s and older, are going to centre around romantic relationships.
That may be true as a generalization, but it's far from universal. I'm basically the same age, and when i started RPing, it was becaues it had spread to my group of friends. We all started at basically the same time, and the initial group was 3 guys and one girl (plus my little brother and a friend of his, also male). All the way through middleschool and highschool, we had at least one girl involved, and usually 3-5 (out of groups of 6-12). In college, the ratios stayed about the same, for me: between 1/3 and 1/2 women in just about every group. I knew of several all-male gaming groups in college (and one 3-guy group in highschool), but i never personally was involved in them. I always thought it was a mystery, reading articles about the dearth of female players in Dragon--because i'd never run into it. We didn't go to any special effor to recruit girls, it was just a matter of asking friends/acquaintances that you thought would enjoy it to join in. Some were girls/women. I always wondered how many of those people lamenting the lack of women in their gaming group had tried inviting women.

Two other female-gamer anecdotes. I have one gamer friend who not only got into RPGs for her own sake, but had to do it *against* the wishes of the guys. She is the only gamer i've personally met who actually ran into the "this is for guys only" thing when she discovered RPGs in highschool and wanted to give them a try. Which is doubly-bizarre because she's hot. (Really: how many single highschool guys do you know who would turn down an attractive single girl spending time with them?) Anyway, when she got to college, she'd read several RPGs, but only gotten to play in one campaign, because of the guys-only mentality. Weird.

Secondly, there's a peculiar personality type WRT gaming that i've only run into in women (not to say there aren't similar guys). I've had two good friends repeatedly turn down invites to join the gaming group because they know they'd love it. That is, because they agree with my assessment that it'd be a perfect match, and also know that they'd end up spending a *lot* of time at it, and just don't have the time. I seriously doubt this is a gender-linked trait (whether for reasons of breeding or upbringing), but i've never had a guy say that.
 

Woodelf, thanks so much for your response to my observations/theory. Your story is quite fascinating and has added to my understanding of the interactions between gender and gaming.

woodelf said:
That may be true as a generalization, but it's far from universal.

First of all, I want to emphasize how refreshing I find it when an ENWorlder clearly distinguishes between generalizations and universal truths. Whole threads have been squandered responding to people who don't get the difference.

I think what your account is getting at is a culture that is invisible to many gamers. In my view, the people often most committed to the hobby are, paradoxically, the people who have been, for lack of a more precise term, forced into it.

For many of us, gaming was a community based around disability. If one was a geek and lacked the social skills to associate with non-geeks, one was, by necessity, living within geek culture. Geek passtimes tended to involve rituals or practices that provided additional social structure for people who lacked the social intuition necessary to get by in mainstream culture. RPGs were one of the best ways to add structure to social interactions. Other common geek behaviours fitted into this too: memorization of common texts like Monty Python or Star Trek meant that when conversation ceased functioning, people could switch into prerehearsed verbal interactions. Finally, the antecedents to forums like this, BBS's were a prefect place where people could interact is less complex and stressful ways.

I think that existing in parallel to this culture is one that chooses RPGs simply because they are fun. The best groups I have been in have been those that are a mix of conscripts like me and subscribers like you. But I think our hobby has always been primarily defined by those forced into it because, for us, RPGs are part of a narrower range of possible social options. And so we commit to them more strongly -- and they become a more important part of our identities

I always thought it was a mystery, reading articles about the dearth of female players in Dragon--because i'd never run into it. We didn't go to any special effor to recruit girls, it was just a matter of asking friends/acquaintances that you thought would enjoy it to join in. Some were girls/women.

Your statements here suggest to me that your circle of gamers were pretty socially functional people. Although you may comprise a large chunk of our hobby and, one day, maybe even a majority, you are likely to continue to be under-represented in the gaming community.

I always wondered how many of those people lamenting the lack of women in their gaming group had tried inviting women.

Possibly less than half. But I imagine that if these people you correctly point out were not inviting women had actually tried to, I don't expect that there success rate would have been very good. In fact, I would anticipate that it would have been abysmal. I picture sweaty, trembling red-faced incoherence.

Two other female-gamer anecdotes. I have one gamer friend who not only got into RPGs for her own sake, but had to do it *against* the wishes of the guys. She is the only gamer i've personally met who actually ran into the "this is for guys only" thing when she discovered RPGs in highschool and wanted to give them a try. Which is doubly-bizarre because she's hot. (Really: how many single highschool guys do you know who would turn down an attractive single girl spending time with them?) Anyway, when she got to college, she'd read several RPGs, but only gotten to play in one campaign, because of the guys-only mentality. Weird.

Ironic yes. Explicable yes. My longest-term gaming associate (1985-2004) really loves D20 -- likes the system better than any other he has played. His particular reason is the extremely heavy codification of outcomes. My friend loves D&D 3.5 because it is fairer than the real world. He perceives the world as menacing, arbitrary and amoral; and his ideas of escapism all focus on retreating to a universe where things are predictable and fair. (Because of his insights into the inherent unfairness of the world, he is the greatest Paranoia GM in the world but has shown little interest in playing it.)

As I was saying above, many people are attracted to gaming because it imposes a fairness and predictability on human interactions. Related to this is the also-powerful motive that people play RPGs to feel powerful. For many geeky adolescents, RPGs are an escape from their daily experience of social powerlessness and seemingly incomprehensible human interactions. For such people, introducing an attractive member of the opposite sex into gaming would rob it of many of the characterstics that attracted them to it. Such an introduction would evoke the feelings of fear, confusion, injustice and powerlessness that they gamed to escape.

Secondly, there's a peculiar personality type WRT gaming that i've only run into in women (not to say there aren't similar guys). I've had two good friends repeatedly turn down invites to join the gaming group because they know they'd love it. That is, because they agree with my assessment that it'd be a perfect match, and also know that they'd end up spending a *lot* of time at it, and just don't have the time. I seriously doubt this is a gender-linked trait (whether for reasons of breeding or upbringing), but i've never had a guy say that.

I think our culture tends to view obsessive behaviour by men as a positive thing and such behaviour by women as pathological. Women who take their calling seriously usually face more criticism of neglecting family and social relationships than do men.
 

fusangite said:
I think what your account is getting at is a culture that is invisible to many gamers. In my view, the people often most committed to the hobby are, paradoxically, the people who have been, for lack of a more precise term, forced into it.

For many of us, gaming was a community based around disability. If one was a geek and lacked the social skills to associate with non-geeks, one was, by necessity, living within geek culture. Geek passtimes tended to involve rituals or practices that provided additional social structure for people who lacked the social intuition necessary to get by in mainstream culture. RPGs were one of the best ways to add structure to social interactions. Other common geek behaviours fitted into this too: memorization of common texts like Monty Python or Star Trek meant that when conversation ceased functioning, people could switch into prerehearsed verbal interactions. Finally, the antecedents to forums like this, BBS's were a prefect place where people could interact is less complex and stressful ways.
Well, i'm somewhere in the middle there. I am *definitely* a geek/nerd--always have been. I've never fit in to any particular social group, even ones i was part of. However, i've also never felt left out or alienated. Now, this is not to say that others haven't felt they were excluding me, just that i didn't notice or didn't care. Then again, i occasionally run into someone from highschool that i didn't think knew who i was , and certainly wouldn't give me the time of day, and they're always friendly and companionable. Now, obviously a lot of that is simply growing up, and realizing the cliques of highschool certainly don't matter now, if they ever did. But it seems like some of it is that i was better-liked then than i thought i was.

[aside: i realized the alienation thing during a college lit course focusing on "alienation". I had the damnedest time in that class, because i just couldn't relate. To me, alienation was an alien sensation, something i'd never experienced. Not because i fit in everywhere (or, IMHO, anywhere), but because, IMHO, alienation is a chosen state: you have to both be excluded, and care that you're excluded, to feel alienated. It has never occurred to me that belonging was desireable--i've always derided that impulse as sheep-like, seen it as the source of many of teh worst ills of our society (such as patriotism), and been proud to be different. Everyone else in the class, including the professor, all saw alienation as a situational condition--if you were excluded, you were alienated. Clearly, to them, belonging mattered, because when they were excluded, it hurt. Maybe because they had sometimes been included, and it feels good, and they thus missed it when it wasn't there. To me, being excluded is a way of life. I'm not sure i've *ever* been part of any group, even among friends--i've noticed that when big group activities are being planned, i'm usually not invited. I'm not not-invited--if i hear about it, they'll always say something like "didn't i invite you?", and it seems sincere--i just seem to get forgotten. I'm just not "part of the group." Only a very few close friends seem to think of me when i'm not there, and thus remember to include me. Even those close friends have admitted that remembering to invite me sometimes takes some self-checking (i don't come up until the "hmmm...have i forgotten anyone?" stage). I suspect that i'm really just not part of groups, to their perception or mine. I'm just not part of the mental image of "group", whatever group that may be. And everyone seems to assume that everyone else is filling me in, because they all assume i know what's going on in our circle of friends, but no one ever actually *tells* me anything.]

I think that existing in parallel to this culture is one that chooses RPGs simply because they are fun. The best groups I have been in have been those that are a mix of conscripts like me and subscribers like you. But I think our hobby has always been primarily defined by those forced into it because, for us, RPGs are part of a narrower range of possible social options. And so we commit to them more strongly -- and they become a more important part of our identities
I'm not sure whether that dichotomy is meaningful. That is, i think you're right that a fair number of gamers are geeks, and a fair number of geeks are participants in geek-like-things as much because they don't fit in to other groups, as because they want the geek-like-things inherently. And i think you're right that those who "must" play RPGs have a greater influence on the direction of the hobby than those who can do other things to socialize. But i also think this is true of most hobby activities, and for the same reason: there are some that feel (correctly or not) that they have no other social outlet, so they commit to what they do have that much more strongly. I have a co-worker who works all the time (364 8-, 10-, or 12-hr shifts last year, frex), and bets on sports when he's not working. And that's his life, as near as i can tell. Other than work, gambling seems to be his only outlet, so he does it constantly, almost obsessively.

Finally, as to my status: i dunno. I only have two social activities--RPGs and dancing--and i think that a large part of the RPGs is exactly what you say: it's a way to be social with my friends. Because i simply don't enjoy most of the other social activities that they do. (Or they're not meaningfully social, like going to a movie.) Though i certainly enjoy conversation, but that really only works with small groups, not huge hordes all at once.

OK, i'm gonna stop now and post this message, because i think i'm talking in circles, repeating myself, and/or losing track of the point. And it's time to go dancing. ;)

Your statements here suggest to me that your circle of gamers were pretty socially functional people. Although you may comprise a large chunk of our hobby and, one day, maybe even a majority, you are likely to continue to be under-represented in the gaming community.
[BTW, i'm gonna address the "how social were we?" and "how social are gamers, based on a cross-section at cons?" questions in a later message, especially if someone reminds me.]

Maybe. It's so hard to judge these things, because there are no concrete standards. I know that i certainly feel out-of-place in most social gatherings, unless everyone there is someone i know reasonably well. I hate typical parties. And, in middleschool and highschool, i was certainly a geek, and not part of any meaningful social circle. I think you underestimate the proliferation of female geeks. While we did have one or two more-socially-ept sorts join our games at one point or another, they all left pretty quickly. And there was a trio of guys that i wanted to join the game, because i knew they'd bring something to it, but they never did in large part because they didn't want to be associated with a bunch of geeks like us--and said so, to my face. Our group was pretty much all-geek. And that meant some boys and some girls. And i'm convinced that my gradeschool/middleschool best friend dropped out of the group as much because of the company as because of lack of time. Even starting in middleschool, he seemed to care about fitting in (he was also the only one of the geek crowd with any athletic ability, and thus a chance at fitting in), and seemed to distance himself from his former friends as he became more active in social circles that didn't include us. Ironically, i think precisely because he was more comfortable in social situations that had more ritual and structure to them, and our own socializations were too unpredictable (probably through ineptness, moreso than freedom or individuality).

Which brings me to a counter-point: i don't think your description of using ritual and structure to de-stress social interactions is by any means unique to geekdom. In fact, i'd argue that it may even be less prominent in geek social circles. I base this on the fact that more seems to be acceptable in hte geek world than in mayn other worlds. I'm thinking specifically of the generally-lower stigma against different sexual orientations, religions, etc., than you *seem* to find among, say, football fans. Despite the endless flamewars online about D&D vs. V:tM vs. whatever, i've never seen a sober gamer get in a shouting match, much less a fight, over it--football fans get in fights all the time, sometimes while sober, over favorite *teams* (not even different sports). And, in general, "otherness" seems to be a bigger deal to much of the US than to geeks.

As I was saying above, many people are attracted to gaming because it imposes a fairness and predictability on human interactions. Related to this is the also-powerful motive that people play RPGs to feel powerful. For many geeky adolescents, RPGs are an escape from their daily experience of social powerlessness and seemingly incomprehensible human interactions. For such people, introducing an attractive member of the opposite sex into gaming would rob it of many of the characterstics that attracted them to it. Such an introduction would evoke the feelings of fear, confusion, injustice and powerlessness that they gamed to escape.
Hmmm...interesting theory. I can certainly see that, especially among adolescents. But, like i said above, i'm not convinced that adolescent geeks are any more fearful, confused, outraged, or powerless than adolescents in general. If anything, since the geeks tend to also be the smarter kids, i'd say we're perhaps a *teeny* bit better at putting these things in perspective, and thus accepting them.

Based on my own experiences, I'd rephrase it as "many people are attracted to gaming because it provides a structure to negotiate human interactions." I don't think it's the predictability that is so important, as the influence. IRL, if you don't like the way your boss treats you, we just don't have societally-sanctioned mechanisms to tell your boss how to improve his communication technique. In the game, if you don't like the way an NPC treats you, you can go improve some skills, or pick up a feat, or use an optional rule, or in some other way change the nature of that interaction. And on a metagame level, you can say to the GM "hey, how come i have to RP this out, when my character has a Cha of 25 and should be good at this, but i'm just a shy office clerk?" And, even before you get to the stage of changing the rules, you have the rules. Like you say above for interactions around the game, i think interactions within the game are much easier than in RL. I think part of why a lot of people fall into "roll-playing" rather than "role-playing" is precisely because it's not sloppy and unpredictable. RPing is only slightly more deterministic than RL, though it at least has the possibility of do-overs. But rolling the dice, despite the random element, is almost perfectly deterministic (at least in crunchy games)--you sidestep all those unspoken mis-assumptions that complicate RL interactions.

Finally, back to your point about geeks, interactions, and structure: The more i think about it, the more i wonder if you're right. I'm beginning to suspect that, if anything, the rituals of geekness--Star Trek, Monty Python, etc.--are merely filling in for other rituals--sports talk, machismo, gossiping, etc.--that the geeks have in part consciously rejected. [After all, you can't tell me that someone who can run Champions without the book, recite the entirety of The Meaning of Life from memory, and give you the stardate of every 'Trek episode, couldn't also memorize all the baseball stats, if they wanted to.] As a final point on this score, i'll point out that all the other social groups in my highschool seemed to need alcohol (or other stuff) to lubricate their social interactions, but the geek's parties seemed to go just fine without any mind-altering or inhibition-lowering substances. The popular kids seemed not to know what to do to pass time together, except drink.

I think our culture tends to view obsessive behaviour by men as a positive thing and such behaviour by women as pathological. Women who take their calling seriously usually face more criticism of neglecting family and social relationships than do men.
This wasn't avoiding being thought of as obsessive, this was avoiding a distraction that would've cut into homework time, dance practice, or other obsessions she had. She had no problem admitting she has an obsessive personality type, and she knows she's a workaholic. So, while your point is, i think, correct, it's not relevant in this case.
 

William Ronald said:
As a player and a DM, my guiding rule is that everyone at the gaming table matters and deserves respect. So, I think the key thing to remember about women at the gaming table is to treat them with the respect that you ask for yourselves.
Just remember that the Golden Rule has limits--just because you wish a woman would ask you to take your shirt off so she can admire your chest, does not mean that it would be appropriate for you to ask her the same. ;)
 


I'll chime in. My wife owned a book of TSR artwork when we met, and she was intrigued enough to try D&D, but at the time she was dating an avid non-gamer. That was the first group I ever DM'ed for. We've played together ever since (7 years-ish), but our relationship grew independantly of gaming together.

Queen_Dopplepopolis said:
Wow. It's so cool that all of you guys (and you few women) have had such awesome experiences with your women gamers... I have met in my not-so-many years of gaming a whole bunch of women who game just because their boyfriends do... and, generally, it is a *huge* mess.

*snip*

With so many responses like those so far, I do wonder why the distinction ("SO of this guy") is made so often when talking about the women in games... if you read through treads, it happens all the time-- Eric as a specific reference was simply what triggered me to ask about it because I have seen/heard it so often.

Honestly, I think that it's harder for the average woman to go and sit down with (mostly male) strangers or relative strangers, on their terms, in their territory, without preamble, than it is for the average man to do so.

For good or for ill, American culture teaches us that we should be afraid of most things most of the time, that most men are oversexed, boorish, crude misogynists at best and homicidal rapists at worst.

Further, I think that with men's tendency to value time spent in close proximity to others, spent on a task, either individually or cooperatively, contrasted with women's more frequently rapport-building activities, may have some bearing on the topic, but I'm not feeling sufficiently articulate to expound upon the kernal of this idea at the moment.

I guess, in short, that I think it's generally easier for men to join gaming groups with no more preamble than "we game, do you?" than it is for women.
 

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