dnd


Dahomey's Women Warriors

Seh-Dong-Hong-Beh, a leader of the Amazons: from WikipediaSeh-Dong-Hong-Beh, a leader of the Amazons: from WikipediaDahomey's women warriors, also known as the Mino, were a group of women who served as guards to the king of Dahomey as well participating in battles. Their exact origin is unknown with some claiming it was as early as the mid- to late-1600s and others pointing to as late as the mid- to late-1800s. However, what is known is that the group was defeated for the last time in a battle with the French Foreign Legion on November 4, 1892.

A fair amount of inspiration for RPGs can be found from their history. Two articles gave me the most information, one from the Smithsonian blog, Dahomey’s Women Warriors and an article from the History in Africa journal, “On the Origins of the Amazons of Dahomey” which can be accessed for free with a JSTOR account. The same author, Stanley B. Alpern, wrote a book: Amazons of Black Sparta: The Women Warriors of Dahomey.

History

Origins
Over the years, people have presented a number of theories regarding the origins of the Mino. Not only do these explanations help us understand the people of Dahomey, but they can inspire us to add women hunters and military corps to our own games.

  • Palace Guards One origin theory suggests that the group started as palace guards during the 1720s. Under this theory, Dahomean men were prohibited from the palace precincts at night. Women would then have an advantage as guards. Additionally, women were often given as a gift to the king, becoming his wives. These wives were divided into groups, one of which consisted of the women the king would not have children with. Some believe the Mino were formed from this group of women.
  • Hunters According to some, the origins of the Mino can be traced back to women hunters, known as the gbeto, returning from a particularly harrowing elephant hunt. “A Dahomean tradition relates that when King Gezo (1818-58) praised their courage, the gbeto cockily replied that “a nice manhunt would suit them even better,” so he drafted them drafted into his army“ (Dash, Mike. “Dahomey’s Women Warriors.”)
  • Filling out the Military An unreferenced story in a Wikipedia article on Dahomey relates that they may have been recruited in 1729 to fill out the army, being equipped with just banners. Some articles suggest that the Dahomey people were much smaller than neighboring tribes, thus requiring the recruitment of women to fight.
    • “Becoming” Men
      Dahomey Mino around 1890: from WikipediaDahomey Mino around 1890: from WikipediaOne of the topics brought up and then dismissed is that their existence was proof of greater gender equality among the Fon, the people of Dahomey. This doesn’t appear to be true but rather the women who joined the Mino were, at least in some ways, considered to be men. This often happened through a rite of passage. According to the Smithsonian article, this rite commonly was when the women disemboweled their first enemy. The Dahomean women who went through this transformation often were provided with items that seem to traditionally be reserved for men including tobacco, alcohol, and slaves.

      This reminds me of the game “How We Came to Live Here” by Brennan Taylor. One of the themes of that game is that one’s sex and gender are important. However, the game also provides mechanics for a person to choose a gender that is not the same as their sex.

      More Information:

      I know I only scratched the surface, but I hope it’s enough to entice you to learn more about this historical group of women warriors.

      Difficulties in exploring African History
      I want to give a note about the difficulties in exploring African history. One of the problems we face is not only a lack of written record in many places, but that the records that do exist are often written by outsiders. For instance, let’s look at the way many Westerners position these warriors, calling them Amazons. It’s understandable why they do this, by using the word Amazons, their audience will instantly understand a number of things about the Mino, namely that these are women warriors. However, it also limits us. A large number of the myths connected to the Amazons have nothing to do with this group and, since we may get the impression that they are just part of this Amazon category, we might not explore further.

      Additionally, since most of the sources we have are from visitors instead of the people themselves, references are scattered across the globe in numerous libraries and in many different languages. Finding them all and creating a centralized record is a time and resource consuming task.

      Interested in more black history? Quinn Murphy is posting and collecting great content on his website Thought Crime Games. Please consider taking part of his challenge.

Edna Adan Ismail

Edna Adan Ismail: from WikipediaEdna Adan Ismail: from WikipediaThe PBS documentary Half the Sky introduced me to the wonderful Edna Adan Ismail. The daughter of a prominent Somali doctor, she trained as a nurse in the UK and returned to serve her homeland. In the mind-1980s, she started to build a hospital in Mogadishu but the Somali Civil War interrupted the project and forced her to leave. From then until the late 1990s, she served in a variety of advisory positions, sharing her knowledge with others who wished to help the area.

When she returned to Somaliland, she built the Edna Adan Maternity Hospital using donated land. The hospital had two purposes: provide much-needed medical services to the people and rebuild the corp of trained nurses. The latter was a particularly important issue, the civil war had caused many nurses to flee and many of those who stayed had been killed. Since the hospital opened in 2002, a number of improvements and additions have been made. According to Wikipedia, "[t]he hospital now has two operating theatres, laboratory, library, computer center and a complete wing dedicated to training nurses and midwives."

While some of the nurses trained at the hospital stay there, many more network out into the surrounding area, bringing their skills and knowledge to the surrounding people. In particular, midwives often serve in an area, visiting the homes of pregnant women and tracking their progress. Given the traditions of the area, it's important that many of these midwives are women and that they visit the women in the homes rather than asking them to travel to a central clinic. Furthermore, these midwives often have to have specialized training since female genital mutilation is still a common practice here and the resulting scars provide unique and particularly dangerous challenges to women during birth.

When I watched the documentary, I instantly wanted to play a character like her. I already knew midwifery was one of those traditionally female occupations that often was left out of games like D&D[1]. As a PC, I could see her traveling from town to town, teaching people in each area not only how to heal one another through nursing skills, but also teaching a few of them how to teach those skills to others, much in the way clerics might establish new temples. A PC might also want to learn about how pregnancy and child birth are handled in the various cultures he comes across. Many societies have special rituals for the birth of a child and, for some groups, exploring these are fun.[2] As an NPC, why not replace some of those caravan escort missions with helping a nurse or a teacher? Or she could be a great teacher that a PC nurse and/or midwife wants to visit for future training.

Additionally, we could take inspiration from how she builds the community and bring that to our games. What if adventures did the traditional D&D things, such as killing monsters, but some of the rewards from the adventure built up the community and area. The Edna Adna Maternity Hospital was built on land that had been used as a garbage dump. Perhaps, the PCs could reclaim land for a similar community-oriented facility. Likewise, midwifery needs light but babies don't consider whether or not the sun is up when they decide to come out. What if a low level adventure required finding better sources of light?

Some videos of Edna:

[1] For example, when working on Pathfinder Ultimate Equipment, I noticed midwifery was on the list of professions for the game, but no tool kits existed. So I submitted one and it made it into the book.

[2] I'm also partial to coming of age ceremonies. When I wrote my ecology of the minotaur article for Kobold Quarterly, I included a few including a form of ritual combat and the importance of a person's first set of armor.

Interested in more black history? Quinn Murphy is posting and collecting great content on his website Thought Crime Games. Please consider taking part of his challenge.

Sex and Gender in Games

© 2012 Grace D. Palmer© 2012 Grace D. PalmerIn my last post, Exploring Women's Power, I gave a list of common restrictions on women during the medieval European time period and ended with the following:

So, that's the power structure you find yourself in if you are born a woman. While some women, particularly those of noble birth, can break those rules, for the vast majority of women, that wasn't really an option. And remember, you're still a person with basic needs and desires, such as food, water, shelter, sex, etc.

So, if you were a woman with those restrictions, how would you navigate society, providing for your own future and, perhaps if you have them, for your children?

The framing of the question is my first suggestion for how to deal with sex and gender in a more inclusive way in gaming books. I realize that D&D traces its roots to war gaming and in those games, it's common to provide modifiers to an entire class of people, such as all Greeks or all musketeers, based on commonalities within that group. This is common in other games as well, such as the Civilization franchise. For instance, in Civ, I often played the English because the benefits that country received fit well with my game play style and what I wanted out of the game.

But the thing with those games is that we are rarely playing an individual and are instead acting in a removed role, often from an almost god-like vantage point. These sorts of decisions make much more sense when we're dealing with a 10,000 foot viewpoint because fine details and differences are meant to be excluded because they are unimportant for the simulation we are doing.

However, when we move to a level of the individual, as we often do in games like D&D, this perspective can become stifling. We are often the protagonists of our stories, and those sorts of characters are usually most interesting because they struggle against or break away from the norms of their society. Bilbo and Frodo both go on adventures, something that is fairly scandalous for a hobbit to do. Part of what sets Drizzt apart is that he is male and that he was not sacrificed as a child, although tradition dictated he should have been.

In fact, we often strive to ignore these dictates, often through providing additional rules, classes, races, etc. Additionally, usually male norms of behavior for the time period are completely left off the table. Getting married and raising children was often considered a duty for both men and women. Likewise, I hope you don't start your adventuring campaign during harvest as every hand was needed to stave off starvation. In our works, somehow farm hands not only get swords but magically have the training to wield them.

With all that in mind, here's what I would suggest as a starting point.

Separate sex from gender

While some consider this a relatively modern thought, throughout history, there have been examples of societies offering the ability for people born of one sex to take on the trappings traditional for someone born of another. Shield maidens are a common fantasy example of this, women who act like men often at the cost of never having sex or experiencing motherhood and sworn virgins are a real world example. We can also find examples of this in How We Came to Live Here.

As studies of sex and gender have started to examine trends across cultures, we've found that many things people in the US or maybe even Europe thought were tied to one sex or gender doesn't universally apply across the globe. It appears that culture has a strong ability to determine how we act, what we're good at, and how we think. Furthermore, the differences within a sex are far greater than those between them.

Finally, as much as we like to think of sex as binary, the biology is way more complicated than that. While we think of testosterone as being a male hormone and estrogen as being female, both are present in just about everyone and hormone imbalance is a common condition. Furthermore, we have people who are XXY and some who are XY but their bodies lack the ability to process the male hormones to create male sexual features. Attempting to simplify the world into one with binary sex erases these people from existence.

Given these, I would like to suggest to game designers that they separate out sex from gender. When creating the game or the game world, be conscious of which elements would be biologically based and which would be the result of gender and gender roles in society. We don't have a great vocabulary for making the two distinct in the work itself, but if designers and developers learned to distinguish between the two, that would be a nice move, in my opinion.

For Sentient Races, Make Sex-Based Mechanics Rare

It's hard to find sex-based traits that are universal and, even with the ones that seem to be tied to sex, the differences within the group are often far greater than the differences between groups. Any limits imposed by sex will, as a result, seem arbitrary, something even Gygax pointed out when they removed sex-based ability caps.

So, when should they vary? We can all point to a number of animal species where there is obvious and clear dimorphism between males and females. Perhaps the males have horns or bright, showy colors. Carefully consider which of these differences you add to the game and, if you include any significant number of them, look at them as a whole to see if you are biasing them towards one sex over the other. For instance, if you are creating a game where the object is to go into dungeons and steal treasure from monsters, and the majority of your sex-based mechanics make it easier males to accomplish that goal, then I might suggest adding some mechanics so that female members would be better at it too.

Furthermore, by moving most of the differences from sex to gender, and having gender tied to culture, that makes sexism and gender stereotypes something characters can fight against if they wish.

Vary Your Cultures

Once we move most of the differences to gender rather than sex, it becomes easier to create an inclusive game world that supports the telling of many different types of stories. What if in culture X, the most famous military victory was won by a group of women defending their homes? How would that effect the culture as a large? Would children grow up studying the tactics used? Would there be statues and paintings of those women everywhere? What if the culture thought that only women had the patience to master math and science?

By the way, these different cultures don't have to be their own nationalities or tribes. Even within a larger group, there are often sub groups and people are often members of multiple subgroups at once. So a character's race, religion, class background, birthplace, and gender could all combine to make them unique and give them a unique set of tensions to work through (In the real world, this is part of intersectionality). What happens when someone who comes from a poor background where people use everything they can from an animal finds himself called to a religion that forbids using certain parts of the animal?

Recruit a Diverse Crew

When creating a fantasy game setting, look at the world as a whole and see that there are areas likely to be interesting to your different groups your fan community. I'd even suggest making a point of inviting and hiring people from those various groups to create parts of the world with you. No one of us can understand every perspective in the world, and hiring people from diverse perspectives helps us find our own blindspots and makes it easier to connect to those various groups. For instance, David Gaider has an excellent blog post about how a diversity of perspectives helped make Dragon Age better.

Playtest with Female Characters

As much as you can, try to get people to playtest the game with female characters. It can be hard on a read through sometimes, to find the issues that might discriminate against female characters in the game world, especially when the bias might come from an interaction between your work and the biases of your community. If much of the game text always mentions a female character's looks, that might be more obvious if you are reading it from the point of view of someone playing a female character.

What are the Male Gender Roles

If you are going to spell out female gender roles, make sure you put out there the male ones too. What are the men in society working against? Is it a belief that they have no intrinsic value? Are they taught to suppress their own desires because they must not only produce children but also provide for them and their mother(s)?

Remember, At the End of the Day, People Still Got Stuff Done

If I could leave you with only one thing to consider, it would be this. At the end of the day, women still had to get food in their stomachs, they still need some form of clothing and shelter, and, often, needed to get their sexual needs met. This is true regardless of gender. So regardless of the restrictions society attempted to place on them and their ability to do these things, those things still happened. How do they happen in your game world? Or, did you create the magical world where people never jaywalk or litter and no one tries to sneak out an extra slice of cake?

(By the way, this doesn't even begin to touch other areas such as LGBTQ.)

Image: "Fighter" © 2012 Grace D. Palmer for the Prismatic Art Collection, used under a Creative Commons Attribution-ShareAlike license: creativecommons.org/licenses/by-sa/3.0/

Exploring Women's Power

"Gonteut"; © 2012 Jenna Fowler, used under a Creative Commons Attribution-ShareAlike license/3.0/"Gonteut"; © 2012 Jenna Fowler, used under a Creative Commons Attribution-ShareAlike license/3.0/Recently, Amanda Valentine wrote a great post on her site about why story matters. In it she says, "Story matters, on a fundamental level. Fiction reveals reality and can, in turn, change it." This sentiment has been something that's been on my mind for a while now, and I think often gets lost in the discussions and critiques of story.

One of the issues I often face in reading fantasy books or in playing a number of roleplaying games is that it feels obvious that people knowledgeable of women's history weren't involved in the creation, either as creators or as an expected target audience. I can sense this because the historical feminine perspective, and in particular, women's sources of power are often left out of the world, especially when it comes to mechanics.

I can already hear some of you saying, "Hey, just wait a minute. Women were oppressed in ye olden times. They didn't have any power. What's this you're trying to sell us now?" I can understand that sentiment, it's a common trap we can fall into when discussing systemic oppression. We have a tendency to view things in the binary, you either have power or you don't. Our stories often reinforce this since complex stories are much harder to tell and don't give us a clear message. However, this point of view also dehumanizes women in history, painting them as powerless victims while we know that this wasn't always the case.

So, I'd like to ask you to put on your game designer hats for a moment and explore the world of women. First, let's talk about world building. We know that in the US and Europe (and some other places besides) certain rules affected women. Let's call the the default story of the world.

  • Women are expected to submit and be subservient to men, especially in any area with a Christian tradition. This starts with them obeying their fathers and is expected to continue when they marry. This was meant to mirror the hierarchy in the church and there was a common belief that the two became one with marriage, with the husband at the head.
  • Women are not allowed to own property nor enter into contracts on their own. When their husband dies, if they have any property, they may get that dower, meant to sustain them in the event they outlived their husband, but the rest of the estate was portioned out by the husband.
  • Given that education was expensive, it was common to not educate girls to the same level as boys were educated and to restrict their education to subjects appropriate to their future lives as wives and mothers in the home. Many professions and guilds banned women members (although sometimes there were exceptions for women who worked under male relatives) and many universities would not accept women as students.
  • Children were the retirement plan for many. A relatively large family of both boys and girls meant the costs for care could be spread around and would increase the chances of having a child alive when it became harder to work. In parts of colonial America, children could be compelled by the court to pay for their parents' care.
  • Much of society is ruled by families, not nations. Being born or married into the right family can increase your prospects; the wrong one can lower your esteem.
  • Upward social mobility is limited, but families that lose esteem or gain enemies can fall fast.

So, that's the power structure you find yourself in if you are born a woman. While some women, particularly those of noble birth, can break those rules, for the vast majority of women, that wasn't really an option. And remember, you're still a person with basic needs and desires, such as food, water, shelter, sex, etc.

So, if you were a woman with those restrictions, how would you navigate society, providing for your own future and, perhaps if you have them, for your children?

Raising Funds (and Building Story)

Clipper Ship Lightning by Bruce Von StetinaClipper Ship Lightning by Bruce Von StetinaMy group is using D&D Next as our main system for our new campaign. We did a bunch of cooperative world building and in discussing things, it turns out that they wanted more of a commerce and intrigue based campaign. We threw out a number of ideas but most people really wanted airships.

With their input, I decided to make the start of the game about the development of a new type of ship, basically an air-based clipper ship. For those who don’t know, the development of shipping in general and the clipper in particular changed the course of history. In Europe, we had the rise of merchant cities such as Venice and much of early US history and fortune is tied to trade. Shipping also caused a fair amount of disruptions to the status quo and played some role in the development of the middle class.

Clipper ships led to the development of markets for goods that are light and more perishable, such as tea and opium, as well as for passenger travel, given their faster speeds. As such, I think they’ll lend themselves nicely to many types of adventures, everything from a time-based run (like Smokey and the Bandit) to transporting contraband (Dukes of Hazard) to important matters of state, both known and unknown. Can the PCs deliver the peace treaty before the general’s planned strike? Can the spy get back in time to stop the assassination of the queen?

Once I felt confident that I could do something fun and interesting with the story line, I had to figure out how the PCs would build such a ship. Would I have them design it themselves? How would they fund the building? What I decided was that one of the characters, someone who had taken the charlatan background, won the last notebook of a noted shipbuilder during a card game. He looked it over, saw the applications of such a ship, and found some friends and acquaintances who might be interested in such an endeavor. This gave the PCs a reason to be together (and to look out for one another’s interests) and made sure no one character had more power than any other one.

Then came the decision for how to pay for the building. For that, I figured out how much they needed (20,000 gold pieces). Instead of making the rolls binary, there was a scale of money they could get with different DCs. Since there was some randomness to the amounts each round raised, the feeling is a bit more organic than saying, “I need 5 groups you borrowed money from and reasons why they lent you the money.”

I then had each of them decide who they would approach and what skills they would use to convince that group to give them money. So one PC comes for an old money family in the town who is currently involved in building ships. She had the nobility background for her character, making it reasonable that she could borrow a bunch of money. Another was from one of the rising middle class families and when the player rolled a 1, she determined that her character’s family wouldn’t have given him any money, probably saying something like “We had to pull ourselves up by our bootstraps, you will too.” Another character owns a tavern in town (he’s a brewer) and has connections to the underworld. He used both legitimate and shady connections to raise the funds.

What I love about this is that one day, these groups are going to want to ask favors back. Since the players decided which groups they wanted to involve and they knew in advance that favors would be asked for at a later date, they’ve been given some control over the types of stories they want to tell. They decided that the legitimate business interests were going to be tea growers and they even want to visit some of the tea plantations to see what the deal is there. When it comes time to figure out who in the underworld provided the funds, I’ll be asking the players for their input there as well.

Also, this meant a lot less work for me. I didn’t have to come up with all of the ideas of where the story should go but I still have the opportunity to throw in a few surprises. While I realize that this won’t work for everyone, it works for me and seems to work for this group. One thing to keep in mind is that some people play D&D in a more competitive way. There’s nothing wrong with that, but since the story evolves as we tell it and the players build the world instead of competing against it, it may be less satisfying for those players.

iPad Quick Tip - Dropbox Folders and Monster Stat Blocks

This weekend at Carnage, I wanted a way to store the monster stat blocks without printing them out. I decided to save them as images to my computer using the print preview and grab utility on my mac and then save the files in a special folder on my Dropbox account. Then I went into Dropbox on my iPad and made sure each image downloaded. During the game, I had a set up like this:

As long as you name the files something easily recognizable, it's easy to jump between the monsters during combat. While this doesn't help with things such as hit points or conditions, I found it quite easy to just write that information down on an index card during the encounter. (While I didn't do it this weekend, I often finding adding damage together easier than subtracting it from the HP pool, your mileage may vary)

It's also possible to do this with the Photos app but the issue there is the names aren't given and it's harder to jump between monsters.

I'm tempted to create a folder with other commonly used information, such as the DCs and damage by level. I'd love to see more products that supported tablets such as the iPad because I personally much prefer this to carrying around lots of pieces of paper, which I inevitably get scattered during the game.

I'd also suggest creating a folder full of level appropriate basic monsters to use when your players decide to do something you didn't expect. For instance, both groups this weekend decided they wanted to talk to someone at the clock factory instead of just barging in. Since I didn't want them to get to the person they were after right away, I added a butler named Igor on the fly. I just reused the stat block for the skeleton, making a few appropriate modifications.

You can also include other goodies in the folder, such as images to set the mood and pictures of the NPCs and monsters. The dropbox app easily hides and shows the folder contents list so you don't have to risk showing your players what they are about to face. Or you can just put them in a separate folder.

CarnageCon!

This past weekend I was a special guest at a great convention in VT called Carnage. The crew there, including Christine Crabb, were kind enough to invite me and I had a blast.

Things to do

There was so much to do, I feel like I missed some things. For games, people had their pick of tabletop rpgs, wargames, board games, and larps. Diplomacy seemed to have a huge crowd and the Pathfinder Society room seemed to always be busy. For those who needed time away from the table, there was lots of space for socializing, a theater room with movies running around the clock, and the convention itself was held at Lake Morey Resort, with lots of outdoor trails and places to see.

Highlights of the Trip

Running two games of "Dream a little dream of death" was a ton of fun. I created the scenario for DDXP two years ago and it never disappoints. There's nothing like obvious injustice and a mystery to figure out. I need to figure out how to write it up for other people to run it but none of the current adventure templates seem to work well for it.

Another big highlight was just sitting around and chatting with people. The convention is very family friendly and I believe about 20% or so of the attendees were women. The people I met were very interested in making sure everyone felt welcome. Whatever they are doing worked because I felt at home right away. Everyone was friendly and I had lots of great conversations about games.

The Future

If I recall correctly, the convention has been around for about 15 years. They celebrated their 10th year at Lake Morey and next year they will be at Killington, VT. If you live in the New England area, I recommend checking it out.

Fantasy M*A*S*H Up

Giant Fight © 2012 Jenna Fowler under CC BY-SA 3.0Giant Fight © 2012 Jenna Fowler under CC BY-SA 3.0My friends and I have been working on getting a new gaming group together. Our old group split up a bit, two of them moved away around the same time the third welcomed a baby girl to our awesome world. Those of us left kept talking about getting a game together but no one felt the fire to get it started. Recently that changed for me and I’m now planning a new campaign.

I realized a few things about myself from the last one. I much prefer to play an episodic campaign, with more in common with say Doctor Who than Lord of the Rings. The stress of making sure I can hold up my end of an epic tale that rivals the struggle in Mount Doom gives me too much anxiety. Plus, I really enjoy both not railroading players and interacting with their characters’ stories more than my own.

One thing I’ve struggled with in the past is making their choices matter as much as I think they should. I’ve done my best, doing things like showing them the spriggan whose life they spared went on to follow his life’s ambition and start a bar in the middle of the woods with an eclectic, but friendly, clientele.

I recently played a simulation game called Dungeon Village. I frakking love that game. Essentially, you are the planning manager for a small village near a number of ruins and monsters. Your job is to make the town as appealing as possible to adventurers, getting them to not only spend money in your town but also hopefully get them to settle down and make it their home. You do this by building various shops and attractions and throwing events.

While I loved the concept of town building as part of the game, I wasn’t sure how to make it matter in terms of an RPG. Then I read the Flatpack RPG by Machine Age Productions. Now that game has a few other elements that I’d love to borrow (such as using other puzzles and games to simulate in-game challenges, more in the future), but for this, it’s the Flatpacks themselves that have me interested. In this game world, you play young or young-at-heart WRENCHes in a post-apocalyptic world. Before the big apocalyptic event, people had invented various types of buildings that folded flat for easy storage and movement. WRENCHes find these buildings, bring them back to their hometown, and set them up. As they do this, they gain resources they can use for future challenges, including access to specialists.

What I’d love to do in my new campaign is something similar. I want to set this game during a war, giving the PCs the job of protecting an important part of the supply route, most likely a ferry. They might play soldiers, medics, or even regular townspeople being asked to pitch into the war effort. They may have volunteered or be forced to serve. But all of them will hopefully be invested in improving the town. I’m using a lot of the research I’ve done on what happens when war is local. Think M*A*S*H but in a fantasy setting.

We’re likely to use D&D Next for the main portion of the campaign. The backgrounds, and especially their traits, should work pretty well for this. A number of the traits require access to something like a library or a temple for there to be a benefit. I’m also thinking of linking specialties to improvements that can be made to the town. Want to add a new skill, such as Planar Lore? Perhaps it’s time to requisition new books or find a way to entice a specialist to move into the town.

Also, since it’s war time, resources overall will be fairly constrained and they may be expected to get what they need or want on their own. Perhaps they decide that there’s too much traffic through the town for the ferry to keep up. They could build a new ship or perhaps design and build a bridge. Both need wood and some study. Want to make the work go faster? Find a way to provide enough nighttime illumination to have additional shifts (fire beetles might help with that).

By linking this to a town setting during a war, we should have a variety of stories to tell and a variety of characters we can use. This means some sessions can be closer to a more traditional playtest experience while other sessions can play with the rules a bit. It also means we can use other games some nights. For instance, characters that can be NPCs during the D&D Next sessions could be PCs for another system such as Dungeon World or 13th Age. We also could create Fiasco playsets to use on the nights when we can’t quite get a full group and play out some crazy shenanigans (I sense a play or talent show to raise morale in our near future).

I realize it’s still a rather loose idea and needs to be worked out quite a bit more, but that’s where I am at these days.

Marking the Female and Artifacts of the Male Gaze

Rook by Jared von HindmanRook by Jared von HindmanA lot of great discussion has happened since yesterday’s article
Minotaurs, Udders, and Worries of Gender Stereotyping
. It seems that two of my points about bias might have been lost a bit beneath all the other words so I’d like to talk about them here. Both of these biases individually and together reinforce the idea that the female is “The Other.” This feeling of otherness can drive away some players, particularly women who are unsure if the game is right for them. So I think it merits examining these issues a bit more.

Female as Marked

What is “marked?” Here’s a basic definition from "Marked Women, Unmarked Men" by Deborah Tannen.

The term “marked” is a staple of linguistic theory. It refers to the way language alters the base meaning of a word by adding a linguistic particle that has no meaning on its own. The unmarked form of a word carries the meaning that goes without saying -- what you think of when you're not thinking anything special.

Notice in Jon Schindehette’s article, there was no discussion of what defines a male minotaur. In fact, we rarely discuss what defines males of any race (although we might talk about average height, weight, etc) This is because we consider the male to be the default and the female to be the exception or “marked” condition.

Now at least one commenter argued that this is because there is an overlap in male characteristics, in that both minotaur and human have a penis, but there is a difference in location of the female mammary glands, and, thus, we need to discuss this. However, the issue here is that both breasts and udder on a fantasy creature could be just as easily hidden as a penis often is. There’s no reason to believe that a muscular minotaur wouldn’t be flat chested and have her breasts covered by a hairy chest. Likewise, lower body coverings could easily cover an udder and, if the minotaur tends to be naked instead, then whatever covers the penis could cover the udder as well. As a construct of the human imagination, we can create this creature however we wish. That we believe the male intimate areas would not be noticeable but the female ones would is part of this bias towards marking women.

Omniscient Breasts

Another part of our bias is focusing on the mammary glands as a way to mark femaleness. While there is a fair bit of variation due to time period and location, heterosexual males often (but not always) have a bit of a fascination with breasts. That’s one of the reasons why the “male gaze” often focuses on them as an important body part. However, this way of looking at the female body is far from universal. Kate Elliott explores this in her post, The Omniscient Breasts. Focusing on breasts as the way to distinguish a female character can easily run into this problem. In my opinion, it fetishizes them and takes them out of the context of the character as a whole.

In addition, I’d suggest that this may be one of the main reasons we end up with characters that look like they’ve had a boob job and are dressed in clothing that shows off their breasts, such as boob plate, corsets, and boob windows. I can see the thought process now: “Well, they told me they want a female character and that female characters of this race are distinguished by their breasts....If I draw the breasts too small, they might not be noticeable, so, to make sure I don’t have to redo any of my work, I better create the fantasy art outfit equivalent of big neon signs that say ‘HERE THERE BE BREASTS!’” If your intention is to cut down on artists depicting women in this fashion (and I’ve heard multiple times from multiple people that it is), perhaps telling them that breasts are the way to define a character is counter-productive.

Being Aware

The main reason I wrote yesterday's article and this one is that I think we should be aware of the biases not only that we hold but that exist in what we consume. Being aware of a bias doesn't mean that we must stamp out all occurrences of it. As Elliott discusses in her article, there are times to write a character using a "heterosexual male gaze" point of view, just as there are times we should use the "heterosexual female" or others. Rather, it's a check to make sure that we are using the one that aligns best with the story we are trying to tell. In the case of D&D Next, I'd hope that game material that discusses races and classes clings more to a gender neutral perspective than some previous editions have.

Minotaurs, Udders, and Worries of Gender Stereotyping

Minotaur Shaman by Jared von HindmanMinotaur Shaman by Jared von HindmanIn two recent posts, Jon Schindehette and James Wyatt explore the minotaur and question what defines a D&D minotaur. From everything I can tell about D&D Next, the entire mythos of D&D is getting a once over in preparation for the core books and two of the important guiding principles seems to be 1) does it feel like D&D and 2) is this creature/class/background iconic enough. For the latter, I believe they want to make sure that each creature seems unique and is instantly identifiable.

One of the issues with minotaurs is that over the years the creature has gone from the one-of-a-kind monster created as a punishment for defying a god's commands through the union of a snow-white bull and a human woman and found in the labyrinth beneath Crete to a full race with society, offspring, and the like. Since there was no society in the original stories, the earlier D&D authors had to create one. They often centered on the beastly qualities of minotaurs, and that makes sense to a degree. Hence why minotaurs often have a gore attack or are described as being incredibly strong.

It's not wrong to have some races who exhibit these traits, and I can see the minotaur as being one where it makes sense to have so a strong dichotomy between sexes. I do quibble a bit on a few elements though on how things are presented.

Physically representing the gender of a minotaur

In his article, Jon has a section on, if there are female minotaurs, how should their sex (or gender) be signified in the art. The poll has three options: human-styled breasts, cow-like udders, and they should just all be male. This left me with some questions. Why do we only talk about how females should be represented physically, but not males? Do they not see how this reinforces that females are the other? And why is the first thought to represent gender as a biological dimorphism rather than in another way? I mean, we don't have to display the male minotaur's penis to show that he's male (even though it would also fit with our mythology since bulls are often tied to virility and fertility).

Minotaurs as a symbol of Strength and Power

From James' article we have this possibility for the minotaur origin story in D&D:

Sometimes, when Baphomet’s petitioners plead with him for strength and power, he rewards them by transforming them into minotaurs. Some cultists thus transformed view it as a blessing, others as a curse, and each viewpoint largely depends on the opinion they held of Baphomet before the transformation.

This quote in itself isn't worrisome, but I start to get a little nervous when we consider that according to Jon's poll, minotaurs might be male only. One of the issues I've had with D&D (and part of why I didn't play for a long time) was that all-female races were often tied to looks, either being so beautiful that poor adventurers, especially male ones, couldn't help but want to have sex with them, or so ugly that no one would want them and that made them bitter old, well, hags. All-male races tended to be beasts of some kind, influenced by their out of control appetites, whether they be sexual, as with the satyrs, or gastronomical in nature. If minotaurs are male-only, this continues the tradition of gender stereotyping where it doesn't make much sense. I realize that cows are often seen as docile, but they are also strong.

Things I'd Love to See

Again, it's none of these are at the "this is so obviously sexist and I will not purchase these products" level of thinking, but it makes me worry a bit and is one of the difficulties of looking at individual races without seeing the whole picture. How many other races support this rather human-based dimorphism?

Focus on Needs and Motivations More than Sex and Gender - What do these races eat? Are they civilized? If so, what do they produce and trade to others? What are the race's core needs - food, shelter, companionship and the like. In just about every society, all sexes contributed more than just children to the community. If you need gender roles, give everyone jobs beyond procreation. In some early societies, physically weaker (but perhaps faster or higher endurance) people would help herd deer and other game towards the skilled and physically stronger hunters. Find interesting things for everyone to do. Characters tend to have very similar needs and motivations; their sex and gender often influence how they satisfy them.

Write from the Point of View of the Female Members - My experience with many previous editions is that they took either an outside observer stance or spoke about the society from the male viewpoint. The main exception I can see are the Drow, but they are so incredibly problematic in my opinion that I can't advise someone use them as an example. I'd love to see more of a person on the ground approach.

Value Female Contributions Equally (Where it Makes Sense) - Yes, we will have some societies and/or races that are horribly sexist (like the Drow). However, as noted above, in many societies, especially where there isn't an overabundance of resources, everyone has to contribute to society. In societies that have gender roles but aren't meant to be oppressively sexist, consider valuing the contributions from female members of society as highly as those from the male members. Remember, many fantasy societies still rely heavily on a barter economy rather than a currency based one. Food and clothing was often a more immediate need than a new sword or iPod and, in settings that lack of technology, could be a bit more expensive to get.

Understand the Biases in the Source Material - Many of those myths we use as the basis of our stories, including D&D, were meant to transmit values to younger generations. The heroes and monsters were meant to convey what behavior would be rewarded and punished by the societies that told them. Likewise, many of the earlier editions took a field guide approach to discussing creatures, concentrating on what they ate and looking at their mating and childrearing habits. One thing to consider there is that there's a long history of scientists trying to use nature to reinforce what they considered to be proper human behavior and they hid or would not report on behaviors that deviated from their expected script.

Is Sex-DIfferentiation Important for this Race? - Consider how important sex-differentiation is for the race. There are lots of animal species out there where it's rather difficult for humans to tell the sexes apart. They still seem more than capable of reproducing, so why should it be so important to every race in a fantasy world to outwardly display their sex?

Move Beyond Primary and Secondary Sex Characteristics - This emphasis on primary and secondary sex characteristics, especially of women characters, feels a bit creepy to some women and men. Seriously, a female character should be more than her organs, whether they be her legs, her breasts, or her skin. Many societies find it important to mark the transition to adulthood in some outward way. Perhaps we can use those as signifiers instead, and have them for all sexes and genders in the society?

Consider non-heterosexual and non-cisgender viewpoints - Throughout human history, we've had differing opinions on close and romantic relationships between members of the same sex. We've also had differing opinions on the importance of gender and even whether or not gender is binary. By bringing some of that diversity to the gaming world, we can cut down on some of the sameness we often experience.

Remember Rule Zero - Rule Zero doesn't just work in the game, it happened in real life. When war came knocking, people often didn't care whether or not so-and-so didn't want women to have weapons. Women are just as intelligent and resourceful as men and they would use what they knew about to try to fight off invaders.

Stop Giving Gendered Answers to Poll Questions - Seriously, guys, enough with poll answers like "My kid sister could kick its butt."

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