Hi!
I'm wondering if anyone is trying to specialize in D20 modules for *female* players?
If not, that
could be one of few areas on D20 market virtually not taken and it contains
interesting opportunity
for aspiring publishers in this list. We had interesting focus group meeting recently,
it wasn't at
all designed to be about female players, but discussion got so interesting we
proceeded with it
anyway. Here are some notes I have taking during this focus group session. ( Please,
note that all
generalizing comments attributing something to "all" female players, only means "all
females players
who contributed to this focus group". I'm sure there is a lot of people who think
otherwise, and it'
s not the purpose to give some all-reaching conclusion. It is just a report of single
discussion. )
1) First of all female oriented modules should not be about killing somebody. That was
expressed
rather strongly by all females in the group. Best of all to remove killing and combat
altogether
from the module. Just keep it as option the rules allows (like to challenge an
unfaithful lover on
the duel)
2) On the question "What theme you would consider so interesting you will have fun
playing it, even
if this is D&D?" Answers was:
a. Shopping
b. Dating in general, getting a nice husband or lover.
c. Makeup, haircuts and fashion
Therefore, obviously the major part of female D20 adventure should consist of:
· Illustrated medieval accessories. Catalogs various dresses, jewelry, earrings,
capes, hats, etc.
Rules about money and gp should be very strictly followed. With this focus having too
much money to
buy everything will quickly kill interest in the game. Its likely lots of female
player will do the
secret court espionage missing for their King not out of the desire for XP, but for
5000 gp reward
which will allow to buy a new dress for upcoming ball. Probably good visualization in
the key.
· Illustrated selection of NPC with detailed (mostly nobility) backgrounds -
romantically charged
counts, dukes. Tragic unknown heroes coming out of nowhere, mysterious strangers, etc.
· Illustrated medieval haircuts and dressing styles. That could be promoted to whole
separate system
where different styles (and accompanying items) make it easier or harder certain
social or
diplomatic tasks.
3) "What turns you off in D&D games?" answers were:
a. "Why there are this strange people - how do you call them - alephs? How can you
play them if they
don't exist" (That was about elves)
b. "I'm not interested in killing somebody, even evil humans or bad animals."
c. "Dragons are childish"
Overall, it seems female players prefer to have much stronger grasp on reality, so
going too
abstract into fantasy will not make the game very interesting for them. Probably good
idea for
female oriented D20 module would be to have Earth like world, may be even Earth
itself, where magic
is very rare. The emphasis should be not on the magic, combat application of magic,
fearsome
monsters and ways of killing them. In opposite main focus should be on social part of
the fantasy
world - nobility, families, intrigues, court politics, relation between susern and
vassals, etc. It
doesn't mean magic and dragons have to be removed completely - rather they are no
longer goal on
their own. For example female player won't have any interest in going out and killing
a dragon,
especially if dragons and magic are common place. However if after long and intense
series of
adventures female players find her one true love among the court nobles. Unfortunately
shortly after
that hero captured by a dragon and taken off to dragon lair. Now that player will
have all
initiative to go and vanquish this particular dragon. But then again, process of
vanquishing should
not be hit-by-hit macho style jaw-dislocating exercise. The solution to dragon
question should again
to moved to social interaction and intrigue rather then brutal combat - securing a
military support
from the King, getting permissions from unruly barons to track the dragon on their
land (activity
which barons do greatly mind, especially if you want to do that with king regiment at
your back),
arranging patron church to loan few clerics for the mission, etc. Another example of a
son trapped
by evil clerical cult. Probably general rule should be that strange and magical
creatures shouldn't
be a part of everyday life - they should be distant and very rare, almost exceptional
for the world.
4) There were some interesting exceptions. For example when we were trying to find the
limit - how
much does it takes to make female player to be interested in combat. One the question
was "The
knight seduced you and next morning make a unscrupulous comments about your
performance in bed in
front of all court. Won't you be interested in selecting a champion and have him fight
for your
honor?" The answer that stunned us was "Bah. Big deal. I will just poison the jerk and
find another
lover." So, despite avoidance of combat and open bloodshed, it doesn't mean everything
should be
pastoral and peaceful. Bring out poison tables, rings with secret compartments and
other subtle
means to send unfaithful lovers to a chat with St. Peter.
The example created at the end of the meeting - based on "Les Rois maudits" by Maurice
Druon.
Starter module is taking place at the court of Philip the Fair sometime during 7 year
trial of
Knights Templars. Players arrive as young ladies-in-waiting and chevaliers called to
the court from
home province by one of the powerful nobles. The module structure represents an onion
- the outmost
layer covering the efforts of Philip to condemn the Knight Templars. Then there are a
bit more
specific agendas of power players such as Karl Valua, De Morinie, Robert of Artua,
Margaret of
Burgundy, etc. (not sure on English spelling, sorry) For example Karl Valua may be
spinning a huge
web of intrigue to hamper investigation of Templars, while Margaret is not concerned
with anything
but covering her affair with new lover. Finally small and big nobles have their own
vassals, each
having first some line of action from the susern just as well as his own agenda. Any
action of the
players penetrates some layers of that onion - from the smallest one at the center of
player
universe to the most important ones. Encounters in D&D sense are replaced with
"conversations" -
where each side is try to make another to act in its own interests, and trying to hide
that
interests at same time. During court session or balls DM should have handy tables with
all
conversations and plans forming at this or that court session, so he can give players
info on what
they are overhearing or what they activity they are getting involved with. There are
certain chains
of historical events, each event giving birth to series of conversations (which
players having a
chance to alter the outcome), which in the end lead to one even or another (this or
that knight
templar arrested or accusation withdrawn or prison escape arranged, etc). Beside
tables with
conversations, event chains DM will need tree of loyalties - i.e. who will listen to
who, and whom
he will give preference too. Of course official chain of command and tree of loyalties
have very
little in common.
The main content of the module could be simple - like helping some young, wrongfully
accused (and
of course very charismatic) templar knight to avoid prison, torture and burning at the
stake. Of
course this is simply impossible to achieve through combat, but intricate web of
intrigues and
favors done for a favors will lead players to rescue of the knight at the end of the
module.
Module should be illustrated with dresses and other accessories of medieval France.
Large section
should be dedicated to all forms of jewelry, and the value should not be the only
description -
shape, style, frame, gold and silver used should be represented as well. (To be
honest, discussion
of "jeweled bra +3" took longer then the item probably deserved) Gadgets for romantic
love affair
should be a must starting with perfumed scrolls, invisible inks, ravens, etc. And
Reading/Writing is
NOT a bonus skill.
Of course, this market is quite specific, and to be honest I don't think any classic
D&D players
will be interested in running so bloodless modules like this. However it's very likely
there are
already female-only or female-dominated players group and this is very promising
market on the long
run. Finally even if the male players won't be thrilled to play module like this, even
the chance of
getting their significant other at the same table will go a long way to making such
module a good
sell. If you are interested, fell free to continue in this direction, this document
is public
domain.
- Max Skibinsky
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