
Of course, I’ve never actually watched Xena: Warrior Princess…ever [for many, many reasons, I just didn’t watch very much television at all for most of the 1990s]. So I really have only the most superficial idea of the show and little knowledge of the draw that got people so enthused about it in the first place.
In other words, this post may be coming straight out of my ass…again.
But here’s what I wanted to say: from MY perspective, shows like Xena don’t help the fantasy RPG game-playing environment. At least, not necessarily in the way I'd like to see it helped. I mean, the show was popular (in many countries). It did revolve around a “fantasy adventure” premise. It did feature a strong female protagonist…
Wait! Stop! Let’s talk about that last sentence.
A strong, female protagonist. Xena. Hmm…now to whom exactly did she/does she appeal? What was the target demographic of the program?
From my outsider’s perspective, she seemed to be an ass-kicking, bad-ass hero-type.
Um…is that what young women are looking for in role-models?
For some, sure. For most? I don’t know…to me it seems like it’s more the boys who would like to see an ass-kicking bad-ass protagonist, male or female…and of course many young men are happy to have their hero be an attractive woman clad in a short, leather skirt.
A male might believe that such an image is a pro-feminist one, one that would appeal to women-folk…and possibly even INSPIRE women-folk to want to play fantasy games.
[after all, isn’t that a great appeal of fantasy RPGs? They allow us to play out our heroic fantasies with ourselves as the main characters in the story?]
But is that really the case? Is it inspiring to the average woman to see a “strong” woman wielding a bloody sword and carving a swath through mobs of bad guys?
Sure, it’s a step up from seeing women perpetually portrayed as damsels in distress. It’s a nice change of pace with the whole “role-reversal” thang. But long-term, is that what will draw women-folk to the hobby?
Personally, I don’t think so.
And the point of this post is not to lambast Xena by any means. What I am railing against (if indeed it appears I’m railing) is the IDEA that portrayals of women as “ass-kicking bad-asses” is the way to bring women to the hobby.
And why do I even care? Because it is important to bring more people to the hobby. And more than 50% of the people in this country (the USA) are female. And far less than 50% of the people I see around the gaming table are female.
Do women enjoy fantasy and myth and escapism? They sure do. I don’t know if more women buy figurines of faeries and unicorns and crystalline dragons than men-folk, but they sure take a lot less shit than men-folk for owning ‘em. Same with reading fantasy novels…at least, that’s been MY experience.
Are most RPG designers men? Yeah, I think so. I don’t know. I don’t have statistics, but the names I read as authors on the covers mostly seem to be masculine names. And what do we find in most RPGs?
Combat systems. Skill systems. “Advancement” (achievement) mechanics. Ass-kicking powers.
Hmm…well! Those things sound great to me as a man (well, besides the skill systems, of course). How much do they matter to women?
Actually, I don’t know…I’m musing here and half of this is rhetorical. But let me share some of my role-playing experiences that involved humans of the female persuasion:
- Lilly (a girl of about 12 or 13) was very enthused by the idea of fantasy role-playing. She liked the idea of playing a game where you could be a wizard and spells and have adventures. She had no interest in fighting or kick-assing ANYTHING (she is also a fan of Harry Potter and Twilight…two fantasy series written by female authors, in which the ass-kicking action is definitely secondary to the plot). Oh, yeah, her favorite superpower? Invisibility. About the least ass-kicking power there is.
- My wife (a non-gamer who has nevertheless joined me in games of D&D3, B/X D&D, and Ars Magica). Enjoys character creation. Abhors combat…hates the thought of her characters getting hurt or killed. Does not really “get” why anyone would want to go down into a dungeon. Enjoys interacting with NPCs; likes organizing plans of action. In Ars she played three characters: an owl-themed magus that spent most of his time in research, a female “knight” (a la Joan d'Arc), and a young man with a gift for languages. The linguist was probably her favorite character, but he kept getting hurt because I (as the GM) kept putting him and the knight in combat situations.
- Jocelyn (my friend from the OLD Old Days) played the fighter Bladehawk for a couple years, generally using her wits as often as her sword…but she got tired of the character and evolved through multiple different characters (the kender-like Halfling Mouse, the bard Tempest, the twin brother and sister pair Orianna and Jolith) into our regular DM. In the role of DM she could introduce plots and intrigues, love triangles and vendettas…adventures based more on the relationships between characters than anything “dungeon-related.” We also played a lot of Marvel Superheroes which turned out much more like the soap opera X-Men of the ‘80s than the “Secret Wars.”
- Crystal (Jocelyn’s friend) only played with us briefly but had a memorable character…a fairly blunt (as opposed to “sharp”) female fighter…who’s claim to fame was the elaborate back-story of being on the run from an ex-husband of the arranged-marriage variety. Hmmm…she also had a Halfling traveling companion with whom she spent most of the time interacting and making mischief.
- Andrea (friend in college) a fellow actor that also role-played; we gamed a lot of White Wolf stuff in the 90s. Regardless of the game she always ALWAYS went for the faerie/fae option. Merinitas, Changelings, merits and flaws that made her half-Sidhe or whatever. Her characters were always more interested in mischief, pranks, and trouble-making/double-crosses than any “ass-kicking.”
- Jen? (ugh! Can’t remember the name of another girl from college) played Vampire with her (she ran a Tremere…again, interest was in intrigue and hierarchy, not ass-kicking). She spent most of her role-playing time playing in a different friend’s Call of Cthulhu game…the “Anti-Ass-Kicking” RPG if ever there was one.
These are direct experiences I can recall…I’ve read plenty of anecdotes posted by women on blogs and forums that seem (to me) to echo in similar vein.
Here’s what I’m saying: sometimes game designers get hung up on this idea that girls aren’t as into RPGs because the games appear to depict the female person in an un-flattering way (this is true) and they then try to RECTIFY this by portraying women as ass-kicking bad-asses…or giving them ass-kicking, bad-ass options. Which may or may not be anything a female gamer actually wants. It's thinking that women think like...well, like how they'd like someone to address inequities done to them (men-folk), the Do Unto Others philosophy.
I'm not sure that's quite right...at least not every time.

What got me thinking about this in the first place? Well, for one thing I’ve been watching a lot of Battlestar Galactica with my wife, who loves the show as much as myself despite the fact that superficially it appears to be a SciFi-Military drama (she’s not big into SciFi OR Military). Oh…and Lucy Lawless (Xena herself!) shows up in the cast.
The other reason I’m thinking of this is that I’m writing an adventure module, and I keep making weird or random-ish choices in its design. I’m not designing it to be a straight ass-kicking venture; that’s not really what high-level D&D play is about…at least not in my experience. I find I’m writing more situations than encounters even if I’m calling them “encounters,” and I’m doing this in part because of my role-playing experiences. INCLUDING my experiences with “the fairer sex.”
[note to interested parties: yes, there are straight encounters in the module as well]
I’ll be interested to see what people thing of the end product.
Hope everyone's having a good Friday! Lent is over, so I'm back at the Four Spoons, blogging over a plate of sausage! Prost!
: )