Part 1, part 2, part 3, part 4, part 5, part 6, part 7, part 8, part 9, part 10, part 11 and now for the final chapter:
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The lack of distinction between player and created character is not the only narrative clash that may occur. There is also the clash of the various players’ narratives. This clash is illustrated in the conflicts that can occur between players for non-role-playing reasons yet they emerge within the game. A possible reason why such clashes occur is due to the process of one’s identity being mediated by the perceptions of others, and a desire for recognition. This could amount to recognition when playing, as some players are more vocal than others and can for that reason gain more attention from the DM/ST, or in certain cases a desire for recognition of whom you are and your place within the male dominated group as a female player. “The terms by which we are recognised as human are socially articulated and changeable. And sometimes the very terms that confer ‘humanness’ on some individuals are those that deprive certain other individuals of the possibility of achieving that status (Butler: 2004; 2). This reaffirms the thought that one’s gender and identity are linked, and that within the role-playing situation even if you are a female player playing a male you will not be recognised, as all the other players can see is your gender.
Your character will not be recognised as the very nature of “table top role-playing” means that the other players can see you, not your character. Players observe each other playing their character, thus if the character’s gender is different to that of the person playing her the character will not register as clearly as she should with the other players. You see yourself as others see you or you use others to differentiate between yourself and the other or the other is used to identify with. Just as one player goes through these processess and use them so too do the other players, yet, again demonstrating the interactive nature of table top role-playing. This interactive nature of table top role-playing introduces additional concerns to the communal narrative. These concerns include the interaction of the players amongst each other and with the DM/ST. All the players with characters are after all sharing and at times competing for the attention of the DM/ST, a situation that can, as mentioned previously, cause conflict and disruption to the communal narrative. This conflict and disruption has its roots in the desire of all involved in the process for recognition. The DM/ST wants recognition for his efforts in creating the world and running the session, while the players want recognition for taking part and doing their part to make the session enjoyable for all, because it is only through recognition that any of us become constituted as socially viable beings (Butler: 2004; 2). And without being recognised as a socially viable being there is no place for the individual within the group, and as such the group’s identity and that of the individual shifts to something new. Thus, even though character creation most clearly illustrates the manner in which gender and identity are constructed and formed through interactions with others, it is also the process of playing that constructs and forms genders and identities.
Desire for recognition for who you are and your place within the male dominated group in which being a woman makes you an abnormality, is illustrated by the following:
Most women we have found liked gaming when first introduced to it, but have been turned away by bad experiences. However, when isolated and given a second chance, they enjoyed it a lot. Asking what was different, we found that it was not that these women didn’t like the people in the mixed groups (they were friends with them outside the game), but that they didn’t like how these friends behaved when the dice came out. The fact that they were playing a game or were “in character” gave these men an excuse to behave the way they always had when gaming: acting like little boys. This is nice when you want to be a “kid at heart,” but think; little boys are often competitive, violent, and vulgar. Many women see a man’s changing behaviour when the game starts as a sign that they are not wanted. As one long-time female gamer confessed to us recently, “even though everyone in my present game are really nice to me, I never feel included in their jokes. When they try to include me, it ends up feeling like they’re doing me a favour rather than accepting me as an equal participant… One female friend of ours was complaining one day, saying, “I really like role-playing, and I want to do more of it, but I had to drop out of the game I was in because of my boyfriend. He’s so concerned that I have a good time he doesn’t let me speak.” In trying to make “suggestions,” her boyfriend was in the habit of literally taking away her character sheet, looking at her skills and telling the GM what she wanted to do without so much as consulting her. While this guy thought he was being nice by making sure her character was included in the action, he had forgotten completely about the person (Brandes & Hepler).
As demonstrated by Brandes and Hepler, the problem of non-recognition can have a huge impact on both the communal narrative and the individual’s narrative. Brandes and Hepler also serve to illustrate that in the gaming world gender is intrinsically linked to identity, and that male players take advantage of their social position of power and privilege within the group as the norm and use it to, hopefully unconsciously, subjugate female players. The above extract also demonstrates the effect that seeing the player and not the character has on the narrative and the players. The extract also provides horrific examples of the male norm enabling men to take their position of power too far and not recognising that there is a person attached to the gender they are seeing; which also serves to exhibit the manner in which gender and the assumptions that come with it reinforce the societal norm of men as the dominant group.
Another friend of ours describes a game that “I was lucky to get out of when I did.” On the night after she left, the party got arrested by the city watch. After throwing the PCs into separate cells, the male game master had the guards rape every female character. The women left in tears and never returned to role-playing, while, as our friend described incredulously, “the GM never understood what he did wrong.” In yet another game, a friend of ours ended up playing the self-described “town slut.” Though this was not a role she wanted, she had felt so pressured that she “ended up giving it away before someone tried to take it.”…Role-playing games allow people to act out fantasies in a forum where, as the ads and magazines say, “the only limit is your imagination.”… Killing another person’s character primarily signifies “beating” them at the game, not a real desire to commit murder. Role-playing rape means one thing, and can be legally prosecutable harassment. Imagine how you would feel if every time a player mentioned killing your character, you knew they were wearing a gun (Brandes & Hepler).
Within the extract gender is shown as a regulatory norm as it is used as the tool to reinforce the subjugation of woman (Butler: 2004; 53).
The acquisition of a different gender when a player has role-played for years is a natural progression within his experience of role-playing. What role-playing does however, is reflect the beliefs held by society of different genders. Because it is not only the player making the choices he makes when creating a character, but also the views held by those he plays with, informing those choices. Choices which highlight that gender and identity are not only constructed by the individual, but also by the group. These choices also serve as a demonstration of society’s narrative that informs and affects the narratives of all and as such re-enforces stereotypical beliefs held of different genders by the dominant male norm.