NOTES FOR THE DUNGEON MASTER

WOMEN IN ROLE PLAYING




by Roger Moore
 
Polyhedron - 1st Ed. AD&D - Polyhedron #20

Fantasy reflects reality in some measure. 
Even in the 20th century, we are more 
likely to see males than females in active 
and adventurous occupations. Even in 
relatively quiet pastimes like role-playing 
gaming, it becomes apparent that males 
outnumber females by a large margin. 
Women, as one can easily see from reading 
the mail DRAGON Magazine gets, 
often (but not always) encounter problems 
when gaming with male players in 
AD&D games. Getting past some of these 
problems and getting things settled 
into a more enjoyable atmosphere is the 
concern of this article.

One cannot set down a set of rules of 
conduct in playing D&D or AD&D 
games (or any other role-playing game for 
that matter) that are guaranteed to make 
one a winner or make everything completely 
enjoyable. However, a few themes 
keep cropping up that are more likely to 
lead to good gaming than bad.

First, female players can work to maximize 
the advantages of their characters 
and minimize or eliminate the disadvantages. 
In many RPGs, female characters 
are not going to be as strong as male 
characters, and may have other disadvantages 
or limitations set upon them. It is 
generally true, though, that such limitations 
can be overcome by magical devices 
or weapons. Look at most of the male 
characters in AD&D games who own 
items like gauntlets of ogre power or 
girdles of giant strength. Do they all have 
strengths greaters than 18/50, the female 
human limit? Probably not; however the 
magical items completely offset their own 
limitations. Potions of giant strength, 
though temporary in effect, also extend 
these limits. 

As far as gaming goes, perhaps the only 
other limitations women might encounter 
concern height and weight. This may 
only come into play when the female 
character is question finds, as one of mine 
did, that hammers of thunderbolts cannot 
be used well except by characters over 6' 
tall. The cleric above refused 
to part with the hammer, however, and 
was eventually able to find a wish ring 
which she used to increase her physical 
height to just a bit over the 6' mark. 
Giants have become very scarce in my 
campaign now. 

These character limitations, then, can 
be overcome in time. In truth they often 
do not mean much. Few fighters run 
around with exceptional strengths, and 
there will be little differences between male 
and female warriors in any aspect of combat. 
However, the non-combat aspects of 
the game can be even more important 
and more of a problem for female characters 
and their female players. 

Male players are often more than willing 
to go out of their way to have their 
characters assist the female characters of 
female players. All questions about the 
desirability of this mild form of chivalry 
aside, female players seem to find that 
this is not such a bad deal unless they 
come to grow too dependent upon such 
aid. This can lead to problems when male 
players come to resent having to help 
what's-her-name out of a jam again, or go 
off with Sorceress Such-and-such on 
another of her quests. Both sides, male 
and female should remember that interdependence 
among characters is what 
makes them stronger than the monsters 
they face; but taken to an extreme, 
dependence is destructive. All characters 
should be able to handle most of the 
minor problems they face on their own 
without having to call another character 
over to deal with rude tavern patrons or 
sneaky shop clerks. 

A second problem growing out of the 
above situation is that male characters 
who are called upon to help female 
characters (as well as those male characters 
who just decide on their own to help 
female characters) may want some sort of 
reward out of the deal. How this is handled 
is left up to the players, but if a certain degree 
of independence is desired, 
then it might be wise to make it clear in 
one way or another that such rewards, if 
given awt all, will be kept to a minimum. 
What do male characters who help other 
male characters out of a jam get for 
rewards? Why should female characters 
be treated differently? 

Female players may also find it helpful 
to develop some assertiveness when gaming 
with male players. Suggestions that 
women make in planning an adventure 
are often discarded by the males for one 
reason or another. There are two things 
that can overcome resistance of this kind. 
The first is for the female gamer to 
become as familiar with the rules and 
situations involved in this game as possible. 
This helps to eliminate the male 
attitude that female gamers "don't know 
anything." If the guys are setting up their 
characters to simply hack the vampire to 
death, but the one female player in the 
group points out that vampires cannot be 
killed that way and suggests another way 
of dealing with it, then that female player 
may pick up some brownie points with 
the others. Knowing the rules goes a long 
way toward being accepted and, more 
importantly, being listened to in gaming 
situations. 

Knowing the rules may not be enough, 
though. Male gamers often relegate 
female gamers (and their characters) to 
secondary positions in the game. 

"Here," says Chuck, "Mary's character 
should stay in the corridor and watch 
for monsters. All of us guys will go charge 
into the dragon's lair and beat the crud 
out of the dragon. If anything comes 
down the corridor, Mary's paladin will 
come in and warn us and we'll go beat 
the crud out of that, too." 

"Why should I wait in the corridor?" 
says Mary. "My character is tough 
enough to smack a dragon on the nose. 
I'm tired of having to play watchdog and 
not get involved in any fighting." 

"Well, okay," says Chuck (rolling his 
eyes and shrugging at the other guys in the 
group). "Sure. You can be our second 
rank, and you can attack the dragon if one 
of us gets killed or something, or maybe 
you can attack it from behind. . . . "

"Look, guys," says Mary. "We're 
supposed to be a team. I feel like my 
character's being left out of the main 
action, and I really want my paladin to 
get involved in this. Watching the doorway 
isn't enough. Why don't all of our 
characters just go in and beat the crud out 
of the dragon together?" 

Hopefully at this point the guys will see 
the light and try to make amends. No one 
likes to be patronized, and no one likes to
be left out of the action. This means being 
denied the chance to become a hero (or 
heroine), which is no fun at all. However, 
if after all this the guys still don't want to 
let female characters get any of the glory, 
then the group may have to be dropped as 
hopeless. A sad possibility but a real one. 

Something else female gamers might 
want to consider is stereotyping. One of 
the deadliest things for a charcter to have 
happen to him or her is to become 
pigeonholed, easily characterized so that 
everyone expects only a certain thing 
from that character and nothing else. In 
my experience, the most damaging 
pigeonhole that female characters can get 
sorted into is that of "cute magic-user" 
and its equally infamous cousin, "cute 
thief" (both of the above also come in 
human and elven variations). Magic-users 
and thieves are certainly important 
in the game, but these two classes are not 
expected to do much face-to-face combat 
and are often not taken seriously by those 
playing fighter characters. Taking the role 
of an "out of combat" character may 
futher cause a female player to be 
dropped into a second-class status in the 
game, unless the charcter is carefully 
handled. Being played as "cute" will 
often be perceived as being empty-headed 
as well. 

Players should at all costs avoid having 
their characters be so easily stereotyped. 
What about a female thief who leads the 
rest of the party, scouting dangerous territory, 
who also wears an assortment of 
throwing daggers and unusual combat or 
adventuring devices? What about a 
female elven magic-user (who in some 
people's eyes already has three strikes 
against her) who is a well-traveled, cynical, 
chaotic, and who enjoys timing her 
spells ot create the maximum possible 
effect on those around her, building a 
reputation as a very unpredictable but 
much respected or feared mage? The 
role-playing of the character will, in the 
last analysis, make all the difference. 

Mages and thieves aside, what about 
other professions? Why aren't there more 
female ranger characters? Female paladins? 
Female monks? Female assassins? 
None of these roles are what you might 
call "traditionally" female (if anything in 
an AD&D game can be called traditional), 
and the very presence of a female 
character in such roles might gather considerable 
respect for that character. While 
we're on the topic, why not try a female 
gnome, halfling, or dwarf (with or without 
a beard)? There have been some 
female halfling thieves in campaigns I ran 
and gamed in who would cause your toes 
to curl upon meeting them. Female half-orcs, 
for those who don't mind the loss in 
charisma and like the gain in other areas, 
might also prove fun to run as characters. 
Humans an elves need not be the only 
races played in the AD&D game; male 
characters (and players) may sometimes 
find them to be attractive, but 
again, being cute isn't everything. 

An article that addresses the question of 
how to enhance the enjoyment women 
have in role-playing is of little value 
unless it has something for the male readers 
to consider as well. Oftentimes it 
seems that guys like to go out of their way 
to try and have their characters overwhelm 
the female characters with their 
great strength, charm, sophistication, 
brilliance at springing traps and outsmarting 
monsters, and so forth. This is 
fun, and is nothing to complain about 
(stuff like this can make for interesting 
adventures), but once in a while you get 
the idea that some guys think the gaming 
session is just another substitute for a 
singles' bar. 

Women often like playing male characters 
in role-playing games, though men 
don't often play female ones. This sometimes 
takes a little while to get used to, 
but everything works out fine. Indeed, 
from a male point of view, this may eliminate 
some of the problems that could arise 
from trying to role-play male characters 
who are running around with a female 
character among them. If everyone's 
"just one of the boys," things flow a lot 
easier. Having a character that fits in can 
make for a more enjoyable session of 
gaming. 

There is a line between what goes on 
in the game and what is reality, and when 
this line gets crossed, you can get some 
weird results. I recall an adventure I 
refereed in which an attractive young
woman rolled up a character that she 
stated was a male gnome, and a rather 
homely one at that. Nevertheless, (probably 
because she was the only female at 
this gaming session) her character continually 
received overly-chivalrous treatment 
and occasionally veiled propositions from 
the male characters of some of the male 
players. 

Women do not generally play AD&D 
games or any other role-playing games in 
order to find new boyfriends. It might be 
a relief to many women if the "singles 
bar" atmosphere permeating some of 
their adventurers would fade away, so that 
everyone would just relax and get into 
playing the game and enjoying themselves. 
Again, this is not to discourage 
having one's character go off and court 
another one; this can be a wacky experience 
in itself. Male players might keep 
the boundaries between the game and 
reality a little more in mind, though. 

Once in a while you hear of an adventure 
in which a male character (run by a 
male gamer) molests a female character 
(played by a female gamer) against the 
latter's will. People who are prone to pull 
this sort of thing should be avoided like  
the plague. The female player might 
consider talking it out with the offender 
after the game is over (if she's calmed 
down enough by then), but the best 
course of action might be to have the 
offending player dumped from the group. 
If this cannot be done, then maybe 
another group can be found. 

The best defense against this before it 
even happens would be to be choosy 
about one's gaming partners. One can 
also bring the topic up discreetly or use 
some other method to sound out the 
maturity level of the other players. As a 
last resort, it often works to simply say, 
"Look, if you do what you're about to 
do, I'm going to be mad. This is a game, 
but you're going to<o> far." Direct confrontation 
may stop the problem; if not, then 
the best solutions are to either get rid of 
the offending player, or leave to find a 
better group. No one needs problems of 
that sort. 

Until recently there were very few 
sources upon which female players could 
draw to get some ideas on different ways 
to role-play their female character is<in> fantasy 
setting. Fantasy and science-fiction 
stories which predominantly feature male
writers, like Robert E. Howard's 
Dark Agnes (who is a bloodthirsty sociopath 
who savors killing), do not have a lot 
of appeal to women. When men write 
stories with female major characters, they 
often cannot do it convincingly or they do 
not create characters that women would 
like to emulate (the works of James H. 
Schmitz, who wrote the Telzay Amberdon 
novels, are widely noted as exceptions 
and are highly recommended). More 
often than not, female fantasy characters 
are notable only in that they are the 
girlfriends of some more powerful and 
important male character. Were it not for 
Conan, who would remember Belit or 
Valeria? 

Fortunately, there are still a large number 
of female writers who produce excellent 
fantasy material that may be used to 
find role-models for playing female characters 
in fantasy games. Lynn Abbey's 
Rifkind, C.J. Cherryh's Morgaine, C.L. 
Moore's Jirel of Joiry, and Jo Clayton's 
Aleytys stand out among the best presented 
and developed adventureesses in 
fantasy literature. Doris Pisechia, Tanith 
Lee, Phyllis Ann Karr, Margaret St. 
Clair, and Jessica Amanda Salmonson 
have also produced some outstanding 
fiction in this line, and Ms. Salmonson 
has also edited two excellent collections of 
short stories about fantasy heroines (Amazons! 
and Amazons II, both in paperback 
by DAW Books) that any gamer, female 
or not, should find worth reading. 

Role-playing gamers are also urged 
to read the DRAGONLANCE novels 
by Margaret Weis and Tracy Hickman, to 
be released starting this fall. These books 
have a number of female characters who 
are realistic and fascinating, and surely 
rank as some of the most memorable 
personalities that fantasy literature can 
offer. The first book, The Dragons of 
Autumn Twilight
, will be released in 
November of this year. TSR, Inc., has 
already released three modules (as of 
August 1984) in the DRAGONLANCE 
series, which feaure female characters 
who play a major rolle in the development 
of the campaign. DL3 The Dragons of 
Hope
, is worth studying in particular. 

It is a rather sad note that in The 
Rogues Gallery
(a TSR AD&D game 
aid describing pregenerated non-player 
characters) only one of th e18 personalities 
taken from actual AD&D game campaigns 
is a female character previously 
played by a female player: Jean Well's 
unpredictable Ceatitle Trodar Northman. 
"Cea" is a well-presented character with 
a unique personality; she is worth taking 
the time to examine as an alternative to 
playing a cute magic-user. 

Comments from readers on this article 
would be greatly appreciated. AD&D 
games, like all the other role-playing 
games available now, are meant to be fun 
for all players; and, getting messed over 
because you and your character happens 
to be female is not going to be much fun 
at all.