LufiaLillystorm said:
One thing is that a lot of the roleplaying is focused around violence. While I like to hack and slash as much as the next gamer I accually hate adventures that require it.
I wouldn't say this is a female thing. I've seen enough male players with this view as well as enough female players (the majority of those I've seen actually) that prefer the violence.
But also, I don't understand things they say in those books. It doesn't have anythign to with being a girl but they are confusing, then they put everything everwhere, the 3e books were much better
This is also not a gender thing of course. Plenty of people have low reading comprehension. I see it all the time in the players around my table and on the boards. Some people get intimidated by it and leave the hobby. Others just learn to accept it and sometimes even overcome it and improve their reading skills.
Modern education systems do a very job of teaching people reading comprehension. Most of the world's nations just teach you to do rote memorization. The USA does focus on critical thinking but does a poor job of it.
Sitting around a table of men staring at you is the real gender item. The only solution there is to even out the gender balance a bit. Bring some more women with you next time. Or just get used to socializing with the opposite gender. That does have distinct advantages in many other aspects of life as well...
On to the next person....
1. Older crowd: From my perspective this is already happening. I think the average consumer is mid 20's if I remember the old WotC survey right. That was before 3E. 3E brought a lot of older gamers back in which may have driven it up even more.
2. I got news for you; comics are still for geeks. They almost went semi mainstream in the 80's but this is the 00's. And the last time I looked at a comic book store it was still so 'over-sexed' in the art as to be uncomfortable even on the geeky hetro-male's in the place. RPGs are firmly branded in the geek spectrum and probably always will be. Even if the bulk of older gamers are not really geeks anymore (from my personal observation: seems the geek ratio thins in the mid-20s, though it's never as high as people think). Perception is what counts with the larger society.
You can create all sorts of marketing to counteract this. And it might have some sort of effect. But you'll never fully get there. At it's heart what you do when you roleplay is very much 'geeky stuff'. To change society's view of gaming you'd have to change their view of 'playing make believe with fantasy'.
3. This I agree would be a good thing; though it will work with both genders. What it really does is get more people like myself who prefer story over action.
None of these concerns seem to really affect the gender issue. Even the old standy of complaining about the art. It's a lot less T&A than the average women's fashion or makeup magazine after all.
What really sets the divde is what sets the race divide as well:
Gamers game with the people they socialize with. Gaming spreads by social contact. It's a social disease.
To spread it; the current group of gamers is going to have to go out and recruit. They're going to have to stop being shy about recruiting women. Just as they're going to have to start socializing with non white.
Otherwise for the most part the hobby will remain a white male hobby. Which it would appear at present seems to suit it's adherants just fine; since I don't see all that much recruitment going on.