Gaming and the non-grunch
Monday, June 28th, 2004My poor Dragonhunt GM emailed me in response to yesterday’s offhanded comment that the Dragonhunt world was sexist. He was (and has been for some time) concerned that sexism would eat away at my enjoyment of the game. Given that I have a whole category devoted to sexism, and a significant percentage of what’s there is gaming-related posts, I certainly can’t tell him it’s an unwarranted worry.
He can chill, though. It doesn’t really work that way.
The fact of the matter is, I’ve never-not-even-once played in a game world that wasn’t sexist. Gender of the GM doesn’t matter. Gender of the game-writers doesn’t matter (though there aren’t a whole lot of women writing games, and it shows). Genre of game doesn’t matter. They have ALL been sexist, one way or another, whether it’s full-blown gonzo barefoot-and-pregnant sexism or quieter, separate-but-eh-more-or-less-equal sexism.
(One or two have attempted a bit of reverse sexism, e.g. Trollbabe, which I’ve actually never played but would still like to. Even so.)
So if I insisted on gender-egalitarian gameworlds, I’d be doing an awful lot of no gaming.
In my judgment, we don’t even know quite how to imagine a non-sexist world; I’ve never read a so-called feminist utopian fantasy that struck me as workable or even desirable. (Sheri Tepper got very close once, by granting humans control over whether sex leads to conception in the last pages’ deus-ex-machina closer—but only female humans. Bzzt. Wrong answer. LeGuin got this mechanic right with the Hainish, though.)
A sexist gameworld, like all gameworlds, is a reflection of what we can’t quite manage to get away from. All by itself, that’s not enough to throw me off. I’m used to sexist worlds; I live in one.
So what does throw me for a loop? Herewith, a partial list:
- Gameworld restrictions based on hardcoded, so-called “real-world” limitations on women. For example, female PCs can’t be as strong as male PCs because we all know women aren’t as strong as men. Where do I even start with thinking like that? It isn’t whether women are as strong as men; it’s whether my PC is stronger than your PC—and back in the day before my wrists entirely went, I used to win arm-wrestles handily, thanks.
- Corollary to the above, gameworlds where restrictions on women (unaccompanied by restrictions on men, naturally) are considered a fine and wonderful thing by GM and players.
- Gratuitous out-of-character sexism, particularly when it assumes that women do not game, thereby making those of us who do game invisible. For example.
- Gameworlds where all NPC women are young, leggy, big-breasted, round-heeled barmaids. That or hags. (Not crones, hags.)
- Gameworlds where all PC women are expected to be young, leggy, big-breasted, and preferably round-heeled.
- Gameworlds so relentlessly anti-woman that I can’t come up with a PC I’d want to play. (Hasn’t happened yet, but I’m sorry to say I think it could.) A large part of this, I think, would be whether I can use the PC to resist the gameworld’s existing social structures. If I can’t, there’d better be damn good in-game reason why not—and acceptance that I’d do it anyway.
Has the Dragonhunt ever irked me? Sure it has. The pressure to pair Renate off has occasionally gotten old (I lampooned it in the society-page puff-piece I wrote), and I think the other players could stand to dial down their impressions of her physical attractiveness a bit, as I explicitly made her much less pretty than her kid sister Sabine. She’s a work horse, not a show horse.
However. I’ve had free rein to say no, and free rein to kick over the traces both in-character (Renate’s been about as sharp with Aryk as Renate ever gets—while Sabra, being rather less polite than Renate, has called a spade a spade) and out-of-character. Aryk’s player knows full well that Aryk is a bit of a jerk, in more ways than sexism can account for; part of Aryk’s character arc is growing out of that. That’s cool. Lots of people have to learn these things; why not simulate the process?
And on the rare occasion I’ve had concerns, I’ve been listened to out-of-game with respect. That’s all I need.
What’s more, sometimes I’ve had my nose rubbed in my own sexist assumptions, which is all to the good. Last session, a lieutenant-colonel in Ilium’s answer to SWAT rode up and introduced herself as Shandria Klein. Yup, you guessed it—I’d initially assumed the lieu had to be a guy. Instead, she reminds me a little of Bellis, an old character of mine. I quite liked her, and the mental kick in the pants her presence gave me.
Have I ever played a sexist character? Yup. Alex of Galactic Renaissance was designed to be seriously over-chivalric, the kind of guy a gal can’t bloody well get rid of because he’s so terribly concerned she’ll be hurt by the big bad world. Afletana and Delphine had fairly stratified notions of where women belonged in the scheme of things. Shirley was, well, Victorian. As I said—it’s impossible to get away from. Best I can do is acknowledge it, play with it, subvert it.
Gaming is partly about exploration to me, always has been. No reason sexism can’t be one thing to explore, and plenty of reason that it should. As long as there’s a base awareness that in-game scenarios don’t reflect out-of-game disrespect, I don’t object. Dragonhunt meets that criterion handily.