> Max Skibinsky
>
> I'm wondering if anyone is trying to specialize in D20 modules
> for *female* players?
Your comments are interesting, but I think in some cases they go wide of the
mark, at least from my experience. They seem like fine advice for creating
a new d20 *game*, but not really good for D&D players. However, I do agree
that this is a sorely neglected market segment. A series of modules
catering to female players might well be worthwhile, despite the tiny
demographic.
Most of us have played in all-male groups, or groups where the women were
vastly outnumbered, but my current group is actually female-dominated (three
women and two men, plus myself as DM). The effect it has had on the
campaign is substantial.
First, there are very few hack'n'slash adventures. When there is combat, it
is usually incidental to some other goal. Normally they are brief
encounters, or filled with lots of opportunity for non-combat activity
(running around a graveyard in the dark trying to find a dozen skeletons,
rather than charging into a room with a dozen skeletons in it).
Second, there is more role-playing. The characters are deeper and more
relationship-oriented. I have added plot elements that create and relieve
tension between the PCs and with NPCs. Occasionally this backfires, and
then I really have to scramble to recover. In general, there are lots of
recurring NPCs who grow and change as the PCs do. The PCs affect the world
around them on a personal level.
Third, the rewards are more than just gold, magic, and experience. They
also have opportunities to earn lasting circumstance bonuses for various
actions. These bonuses may be used for any interpersonal test between a PC
and someone from a particular area. Rather than keep the treasure of the
goblin band, they donated it to the local church, who promised to see that
it was returned (or at least distributed) back to the people they originally
stole it from. This earned them a +2 circumstance bonus within the area the
goblins had been operating.
Fourth, I try to make sure that every encounter has a 'tone'. Erie and
spooky with undead, harsh and crude with orcs, awe-inspiring and majestic or
terrifying with dragons, and any of a hundred moods when dealing with
humans. I try to describe colors, smells, sounds, and textures of the PC's
surroundings, and give them clues through more than just what they see. I
tend to dance around the heavy stuff and let their imaginations fill in the
gaps.
Interestingly, there has been very little complaint about the changes from
the male players. If they seem like they're getting antsy, I step up the
pace of the action a bit. If the women seem like they're tired of throwing
dice, I toss in a few unexpected clues and let them ponder the implications.
Overall, both groups seem to enjoy the changes, though it is less satisfying
for those seeking a rough-and-tumble gorefest.
Some of these things are hard to incorporate into a module, but many can be.
Sadly, there are few women who are interested in D&D. Perhaps this can
change if we pay attention to the things that drive them away, and encourage
things that spark their interest. It can only make the game better.
-Brad
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