tenletter

29 October 2008

Case of the Beyatch: Part 4

Filed under: deep & philosophical, gaming lifestyle, rpg — Tags: , , — peasantbutcher @ 8:58 pm

Part 1, part 2, part 3 and now part 4:

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One could easily argue that when a player plays a character whose gender is opposite to their own that the player is portraying a gendered view of the other gender. This is demonstrated in the assumption of a gendered stereotype – males play women characters as either the slut or the bitch, with a “touch of ice princess”; and women play male characters as either a complete “macho slime ball” or as their “dream guy”. On the other hand, once the player realises the error of their ways, we hope, there could be some changes in that player’s portrayal of the other gender. Unfortunately, what does appear to be the case is that, despite knowing better, players still revert to some form of gender stereotype. They lapse back into that role which is more comfortable to play/perform despite their attempts at creating their character differently, producing stereotyping that is not only bound to the other gender, but to their own as well. The assumption of same gender stereotypes does seem to be mostly bound to female players; they assume the role of either the Amazon woman – female only in terms of biology, attitude and habits stereotypically male – the slut, the bitch or a woman completely reliant on others. The assumptions of these gender stereotypes do not make for great playability: stereotypes do happen to be rather one dimensional and flat; they do however offer some level of comfort to the first time player, since you know what to expect and how to deal with it. In their article Saving Throw For Half Cooties Gaming and the Femininely Advantage Brandes and Hepler discuss the manner in which these stereotypes are portrayed. The “complete slut” and “total bitch” stereotypes involve male players creating female characters that are inhumanly beautiful who will sleep with anyone to get their way or they are females who are obnoxious and insistently whiney cruel ice princess (Brandes &Hepler).

The first often appears among guys who are frustrated in their own love lives and compensate by playing “loose” female characters, using the role-playing to act out fantasies of sexual power. Unfortunately, this often reveals a very aggressive and antagonistic attitude to all women, as the frustrated man sees them as targets or enemies instead of fellow human beings. One male gamer we’ve known would only play female characters, announcing every time he wanted something from an NPC [non-playing character], “Okay, I have sex with him. Now does he give it to me?” in just those words…The worst misogynism we see is at conventions. In the ‘96 Shadowrun Gen Con tournament, one player picked up his character sheet, a female physical adept and without even reading her history, slammed the sheet on the table and announced, “Oh great, I get to play the bitch.” The next year, at JohnCon, a friend of ours ran a “World of Darkness X-Files” one-shot. The man playing Dana Scully, whenever in the middle of combat or an intense investigation, interrupted the other players to announce in a whiny falsetto, “I have to go to the bathroom now. I broke a nail.” Now, not only was this utterly out of character for Scully, he was unable to think of a single mannerism for a female character other than a derogatory (and inaccurate) 1950s-era stereotype. Some men who describe a female character as a “bitch” seem to only mean “a strong-willed woman who can get something done.” If you mean that, say it. Unfortunately, these problems are rarely contradicted by published gaming supplements (Brandes & Hepler).

The “Amazon babe” however, is a poor attempt by male players to avoid feminine stereotypes. Because they are actively trying to avoid these stereotypes male players then create:

a female character, fantasy race, werewolf tribe, or Amazon society that is clearly as good or better than men: they have more testosterone than an army base, rip people apart with their bare hands, and kill their own children so they have more time to party. In fact, they have gone so overboard in not using feminine stereotypes, these characters are now masculine stereotypes… Rather than taking the time to think about their female character, such players simply assume that for women to be strong and interesting, they must be just like men…While it is a nice reflex to throw out derogatory feminine stereotypes, going too far in the other direction isn’t the pinnacle of character creation, either. While there are real women who are similar to these stereotypes, such characters become clichés quickly. Realistic and original characters lie somewhere between extremes (Brandes and Hepler).

However, gender is not only a performance in terms of actions and behaviour adopted, but it is also affected by what is done to you.

“If gender is a kind of doing, an incessant activity performed, in part, without one’s knowing and without one’s willing, it is not for that reason automatic or mechanical. On the contrary, it is a practice of improvisation within a scene of constraint. Moreover, one does not ‘do’ one’s gender alone. One is always ‘doing’ with or for another, even if the other is only imaginary… But the terms that make up one’s own gender are, from the start, outside oneself, beyond oneself in a sociality that has no single author (Butler: 2004; 1).

This means that a male player can intend to create and play a well rounded female character that does not rely on feminine wiles to further her path, but due to the assumptions carried by those he plays with, what he did not intend to happen happens.  In this situation, the player’s lapse back into that which they know is not his action, but rather that of those around him in order to maintain their level of comfort. Matt Wilson (2006) mentions in A Feminist Gaming Manifesto, Part 1 “the biggest assumption that happens, even if it’s an unconscious one, is that the predominant group is the norm, the default”. This then forces/makes it easier for players to lapse back into the accepted/expected behaviour of the dominant group. If this is truly the case, it accounts for the actions of the player lapsing back into the ‘accepted’ stereotypical character or characteristics.

Inn or out?

Filed under: board game, carcassonne, expansion — Tags: , , — avianfoo @ 10:00 am

Continuing from last weeks dragon edition of Carcassonne, this week looks like another Carcassonne expansion.  The first large expansion for Carcassonne: Inns & Cathedrals. What makes this expansion exciting?  A must have? Besides the Inns and Cathedrals, it adds another player to the Carcassonne base game.  So if you feel you have always wanted a sixth player in your Carcassonne game, this expansion is for you.

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28 October 2008

Perfect World International: First Impression

Filed under: internet, pc game, rpg — Tags: , , — jatori @ 9:01 am

I recently gave Perfect World a test run. First impression score: Mediocre.

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27 October 2008

Fall of the arcade

Filed under: gaming lifestyle, video game — etufo @ 1:00 pm

Imagine returning to a popular shopping center in your home town, going up the first escalator, then the next, all in anticipation of getting down and dirty on DDR and when you reach the top…

I don’t know if this is just the trend of “small cities” or if it’s happening globally, but here in PE, South Africa, the arcades seem to be crumbling.  Out of the whopping 3 larger arcades, there remains only 1 in this city.  It started with the fair “Captain Fantastic”.  Although only have a small selection – most aimed at preteens, the arcade was a welcome break from following your mother or big sister around the mall.  Captain seemed to diminish over the years, slowly being replaced by Milky Lane.  The last time I looked, only a smidgen of the Captain remains.

Recently “Funtasia” ceased to exist, and instead now stands a popular music and media store.  Are arcades too dark, too dingy, too dodgey?  Where else are parents supposed to leave their kids whilst going about their business?  In queues to play a PS3 game for 5 minutes?  Or at home where they socialize with RSI from “ergonomic” controllers?

24 October 2008

Here be more dragons

Filed under: pc game — Tags: , , , — avianfoo @ 7:23 am

It took a while for me to know about this little gem:  Fall from Heaven: A sword and sorcery mod(s) for Civ 4.  Free to download and play.  Besides all units and lands being redone with a distinct fantasy feel and the addition of magic upgrades, there be Dragons:

And with a religions like “Octopus Overlords”, who can resist?

23 October 2008

Here there be dragons

Filed under: board game, carcassonne, expansion — Tags: , , , , — avianfoo @ 12:00 pm

One of the first board games I commented on, Carcassonne, is (still) one of my favourite board games to play.  And recently I have upgraded it with this expansion: The Princess and the Dragon.

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21 October 2008

Alternative rewards

Filed under: game design, rpg — trashcondor @ 1:08 pm

I was busy commenting on j’s most recent post when I realized that what I had to say was significant enough to warrant a spot in the lime light. (That, and I need to fulfill a quota here. :P )

J’s post describes the hang-up of players to have a tangible way to progress the characters they play. This is irrelevant of the core system used (levels and classes as in DnD – or point-buying as in WoD or BESM).

Let us, for a moment, explore the alternative: a world (game) in which intrinsic (XP-based) character progression is eliminated in favor of external (world-based) character progression.

In principle this could mean that a game is played that is purely story driven and a campaign rewards players by revealing more. This is very hard to do – as it requires a very compelling story to draw in players consistently (remember, many of us are munchkins at heart).

So the alternative world-based character progression is centered on rewards that are not character intrinsic. This is far more readily achieved, examples include: Ownership of a spa, contacts in the underworld, access to prototype equipment, favor owed by a local lord, etc

In such a setting the world evolution takes precedence over character evolution (more realistic) – but personally I have to admit to wanting to nurture my character personally and affect his-or-her growth through my choices rather than relying on bending the rewards granted by the GM to my needs.

Still, it could be a lot of fun to play a game where the majority of the progress centers on options in the world, rather than options in the player. But even in such a case I would want to have at least a small level of progression in the character itself, rather than purely derived from what the GM deems fit. Maybe a 80%-world/20%-character setting.

What do you think?

Arbitrary XP Threshold = Level Up

Filed under: Dungeons and Dragons, game design, rpg — Tags: , , , — jatori @ 8:47 am

Inspired by this post.

The following question was asked in the post referred to above: Why are we still dealing with the Level/Class construct?

Well, for me, the answer is quite simple: We still use classes and levels, because that’s DnD.

When sitting down to play with any RP system, I always have some preconceived expectations (obviously tempered by my experience with the rest of the group):

  • World of Darkness: Overly serious, gritty and pretentious fun. (No levels, no classes)
  • Big Eyes, Small Mouth: Nosebleeds. (No levels, no classes)
  • Risus: Hairdressing.
  • Dungeons and Dragons (any ed.): Class, race and alignment stereotypes, XP and loot.

A story or plot can fit into any system. We can have a pretentious psycho-thriller DnD session or a slapstick WoD game. For me, a system isn’t its core setting, but rather its core mechanics. DnD has always been (even if just in the background of some games) about the accumulation of more power, loot and leveling up.

If I had to approach my group and say that we’re going to play a steampunk-themed game using a highly modified and personalised version of DnD 3.5, they would ask: “What level are we starting at?”

16 October 2008

by your powers combined

Filed under: Dungeons and Dragons, anime, deep & philosophical, gaming lifestyle, rpg — Tags: , , , , — peasantbutcher @ 5:05 pm

i have a few interests/hobbies and sometimes they combine, the most obvious example of this is that what i read/watch gets put into my dnd characters……..last week i created a 2 weapon 4e ranger called death the kid, all because we started watching soul eater ….she was even a little obsessed about symmetry and her bastard swords were called liz and patty, alas she had no great ‘here we move’, but still she rocked even in death when she became a ghoul….i think that my character for this weeks session will be black star, the assassin :p…………..my question is: does anyone else do this?

The odd one out

Filed under: gaming lifestyle, rpg — Tags: , — jatori @ 9:14 am

This post was inspired by one of the discussions from the comments of PB’s third Case of the Bitch entry. Brief summary:

Around the table, we share each other’s time, space etc.. On occasion, somebody will (unintentionally) offend somebody else; or somebody will be offended by somebody else even when no offense was intended. I believe that we shouldn’t go into a game trying to be offensive. On the other hand, you shouldn’t go into the game whilst being overly-sensitive/prudish. All of this, of course, depends on the actual group.  When you are out of sync with the rest of the group’s offense/prudence tolerance level, your gaming may suffer. Whenever I look to recruit a new player or join a new group myself, I always try to meet up for coffee and try to figure out our respective play styles before we actually sit down to play.

Anyway, that’s not what I really want to talk about today. Throughout my RP gaming years, without fail, in every group I’ve been in, there has always been that one player (sometime’s two) that plays the suicide rogue (not necessary rogue by class). I’m sure you know the type: the one that constantly does stupid things (like kill and torture NPCs behind the rest of the party’s back; steal at every opportunity; regularly gets the rest of the party into trouble). Well, in my new group, I’m the odd one out this time. But I’m not the guy doing all the stupid things… in fact, the rest of the party are doing the stupid things. And here’s the weird bit: I’m still having fun and I’m still gonna play with them, even if that means that my spear-wielding fighter gets a spasm in his neck from all the groaning and head-shaking.

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