As readers of my
previous GMing article will know, I've been role-playing for long
enough to try to analyse the underlying structure of the hobby and
make pretentious pronouncements based on my conclusions. This
exploration has naturally involved looking at the online articles and
videos available on the subject. YouTube being the algorithmic
stalker that it is, I've had an increasing number of videos on that
theme pop up on my front page as a result.
This caused me to
encounter a creator called Bacon Battalion RPG, who has produced a
large series of instructional videos called GREAT PC. Each one looks
at a different aspect of being a player. Along the way he has created
videos in response to questions asked by viewers, leading him to make
one in response to the question “how do you play a member of the
opposite sex?”
It was a train-wreck.
The fact that he responded by making a video called 'How To Roleplay
A Female Character In Your Table Top Game' indicated that he might
have some blind spots, but the whole thing was painful in many
different ways. I'm not writing this article to tear him down, so
I'll leave you to critique the video for yourself.
After being informed in
the comments that he actually had female viewers, he went on to make
a similar attempt at explaining how you play male PCs. At the end of
the latter video he issued an apparently frustrated call to his
viewers to make their own videos on the subject and increase the
resources available. I'm not in the video business at the moment, but
I'd winced enough at his effort to feel obligated to accept this
challenge in my own way. It's not a specialist subject for me though,
so here goes nothing. I noticed that all my own specific examples
were based upon playing females, but I've genuinely tried to make the
techniques themselves as broadly useful as possible.
One of the first things
I remember that attracted me to RPGs was an advert for D&D in a
comic I was reading. It opened with the line 'if you've ever read
a book or watched a film and thought 'I wouldn't do that!' when the
hero does something stupid, this game is for you.' One of the
main attractions of playing is the opportunity to have a go at being
the protagonist and discover how well your own genre-savvy judgement
would work out. Players get into their character's head and respond
to the situations before them by asking 'what would I do?'
Because of this, the
early characters most players create are similar to themselves except
where the game role requires otherwise. This means that cross-gender
role-playing (or cross-playing for short) is something a player
usually only attempts after they have mastered the basics of play.
Since it is either a self-directed process or the result of random
pre-gen assignments, players of equal overall experience can have
wildly differing skill levels in this area.
Some players actively
do not wish to engage in cross-play for various reasons. That's fine
unless your reason is awful. For everyone else, here are the best
pointers I can offer for refining this particular skill. I consider
it to be an inherently valuable ability because most players desire
to become at least theoretically capable of GMing – and a GM will
almost always need to cross-play, albeit on a more superficial basis.
It IS mostly the
same
During
the second video, Bacon noted that many commenters had responded that
you should just play your cross-gender characters the same way
because we are all people. He found that frustrating, asking what the
point of cross-play was if you didn't do anything different. Without
going off on a tangent about why it is still worth doing (more
diverse world, better gender balance in the party, different romantic
dynamics etc) these commenters did in fact have a point.
At
a basic level, all humans have far more similarities than
differences. Despite entrenched stereotypes about rational males and
emotional females, actual descriptors like logical, calculating,
wrathful and compassionate are gender-neutral because they reflect
human experience as a whole. Although the gender divide might feel
unbridgeable, we actually understand each other pretty well compared
to how well we understand other species. Indeed, even playable
non-human races universally have more human-like features than alien
ones – otherwise most players couldn't empathise with them well
enough to portray them.
From
a player perspective, a character who sometimes acts more like your
own gender is likely to be far better received than a character who
is a misfiring stereotype. If cross-play is a skill to be learned, it
is better that you spend your time gradually learning to
differentiate than gradually learning to restore basic humanity to
your cross-gender characters.
The
impact of professionalism should also be considered. Most PCs are
very skilled in their fields and often save the day by applying their
expertise. Many skills involve proceeding in the 'right' fashion
without any real input from the personality of the wielder. Many
professions even train their members to adopt a supposedly optimum
persona when they are working.
Your
character's gender may impact upon the causes they champion and the
methods they advocate for advancing them. This is important because
such character moments are the heart of role-playing. When the party
execute their plans, however, the extended action sequences that
follow pay little attention to gender variations. The Tank and Healer
will tank and heal in the most tactically efficient manner –
regardless of whether they are motivated by stereotyped masculine
protectiveness and feminine care-giving.
If you aren't
playing male, be prepared to put in extra prep work
Since
role-playing is a form of collaborative storytelling, the masses of
stories that already exist in other media are an important source of
inspiration for players and GMs alike. Indeed, many popular RPGs are
explicitly concerned with recreating the worlds described in
particular books, films and TV shows. This means that if your
character isn't (intentionally) based on yourself your role-playing
cues are likely to be drawn from specific fictional figures.
Unfortunately
there is a distinct numerical bias toward male characters in most
media. This is especially true regarding who gets to occupy the
protagonist role. (If you don't believe me, go to the DVD section of
your local shop and count the male and female faces on display). I'm
not denying that there are tons of awesome female characters out
there – but from the perspective of 'name five gender-appropriate
characters that embody your chosen archetype' it's a lot harder if
you're playing a woman. Those that do exist may have less screen time
than you'd expect and consequently leave you with fewer solid cues.
If
you want to play as a non-binary character from a sexual species, you
might struggle to name any
if you haven't explicitly gone looking for them. Even when a
fictional species has no sexes, universal male coding is vastly more
common than portraying them in this way.
I, uh... run around a bit? Fall over?
This
all means that non-male players have spent far more time being taught
to empathise with and understand male characters. They may even be
experienced video game players, where the requirement to engage in
shallow cross-play is frequently an admission price for non-males.
This has the potential to make cross-playing as male seem like an
easier and smaller step to take because there are far more resources
to draw upon.
The
first thing to do in trying to overcome this disparity is to actively
seek out the portrayals that do exist. Hunt down media that will
provide you with inspiration for characters. Favour material created
by members of the gender identity concerned, since you will obviously
learn more from how they portray themselves.
The
second way to broaden your horizons is to move beyond fiction and
into the real world. However one-sided the representation of your
favourite fiction might be, most people personally know loads of real
women. If you know a woman well enough you can probably imagine how
she would react in a variety of situations – just like you can with
a well-realised fictitious character. Pick someone you think is cool
and use them as the basis for your social role-play. Unless you are
an exceptional actor it is unlikely that anyone will recognise that
you are doing this, but the result will have an inherent sense of
believability. You probably don't know as many non-binary people as
you do men or women, but if the idea of playing a non-binary
character has occurred to you it is likely that you (knowingly) know
at least a couple.
Use stereotypes as
questions, not answers
One
of the worst things you can do when cross-playing is treat received
gender stereotypes as an obligatory character brief that must be
obeyed to avoid 'doing it wrong'. This is an extremely reductive
attitude that you would never apply when playing your own gender.
Combined with the fact that these stereotypes are rarely entirely
complimentary, a character ruled by them will end up looking like an
exercise in ignorance and prejudice.
On
the other hand you shouldn't make a virtue out of shunning the
stereotype at every single turn. Although few real people are perfect
embodiments of the popular image of their gender, equally few
entirely subvert these expectations in every way. From a performative
standpoint you also want to firmly fix your character's gender into
the minds of the other people at the table. Without any visual cues
and only amateur levels of acting at your disposal, a brush with
cliché can really help cement the concept in their minds.
As
a result you should treat every stereotype as a decision to be made –
embrace or subvert? By mixing your answers you will produce the
impression of a complex and believable person. Of course it's better
if your answers aren't totally random. Consider what your choice
means for the character in terms of their attitudes and the life that
they've led.
As
an archetypal example let's look at the Strength attribute. It is
known that the male sex usually find it easier to build muscle and
may average a higher value in this area. Some older games give male
characters a bonus in this statistic whilst assigning an equal bonus
elsewhere for females (Constitution is a good example, Appearance is
a less good one). Thankfully this has gone heavily out of fashion so
the choice will probably be entirely yours.
So
let's say you are a male making a female character. Perhaps you
choose to embrace the stereotype and assign a lower score than you
normally would. If you do this most potential antagonists will be
stronger than you. This will raise the threat they pose at close
quarters, potentially altering how you play. This is a valuable
experience as a player because it replicates the actual experience of
many women. If you are going to try walking in their shoes, you could
do worse than learn something from it.
Alternatively
you might choose to assign a high value. This is an entirely valid
choice – you are creating an individual not a model of the gender
as a whole. Although the distribution is not even across all values,
the game world will have many people with each possible score and
there will certainly be women who qualify for the maximum. The
highest rating is not reserved solely for the literal 'world's
strongest man' any more than only one character can possess the
lowest value. (This also assumes that your character is cisgender –
many settings lack the technology to alter hormones but don't have to
follow real world history in their degree of recognition).
Of
course you can still use the high score as a guide for further
questions. Did she build up this might on purpose? Strength values
are absolute (a Strength 18 woman can lift the same amount as a
Strength 18 man) but men usually find it easier to build muscle mass.
This means that a woman who trained herself to Strength 18 had to
work even harder to get it. What motivated her to put in that much
work? Does she regard the process as 'finished' or does she seek a
way to go further? How will she react if she meets a foe who is even
stronger? (side note to GMs – maybe don't deliberately trigger that
crisis point in the second session).
You
could decide that your character was always just naturally very
strong. This is valid – many factors besides chromosomes determine
physical strength. If you go this route, your character's unusual
prowess will have been noticed early in their life. Were they like
Brienne from Game of Thrones, mocked for their bulk until it affected
their social confidence? Were they like Mikasa from Attack on Titan,
protecting their friends from bullies until body-guarding their
chosen family became second nature? Were they like Gamora from
Guardians of the Galaxy, employing their natural advantages to emerge
physically unscathed from a hell that killed or mutilated their
weaker peers?
You
can apply this process when assigning any trait to any character.
Cross-playing simply seems to inspire a greater degree of effort in
making sure that your character sheet matches your concept and
background. This is also a beneficial skill to develop. It is
fashionable to say the stats don't matter as a means of encouraging
players to focus on characterisation over gameplay exploits. However,
your stats determine both how your character should compare to other
people on a mental and social level and how your attempts to do
things will actually work out. There is no right order for creating
your background and your stat block – but it is vital that you end
up saying approximately the same thing in both languages.
Don't play a porn
star (badly)
Although
you should probably think twice if your first cross-play concept is
highly sexualised, I'm not saying that you literally shouldn't play a
porn star in a game. Sex workers can be the heroes of adventure
stories just like anyone else. What I'm actually talking about are
characters who treat what should be serious 'real world' interactions
like they are filming a porn shoot, piling on the flirtation and
attempting to turn every personal encounter into immediate casual
sex.
This
form of play is not actually limited to cross-playing. PCs are
generally more 'powerful' than the people playing them and players
often derive a lot of pleasure from the vicarious empowerment they
provide. Playing an utterly gorgeous character who can pull whoever
they want is a form of this like any other. When creating a member of
a gender you find attractive, however, the Pygmalion-like pleasure of
sculpting a personal figure of fantasy becomes available. For most
players this involves cross-play. Cross-play therefore tends to see
the worst of this as the player is objectifying their character
rather than identifying with them. Speaking purely from personal
experience, young male players are the worst offenders of all.
Fiction
has many genres and the genre of your game will determine what kind
of content the players expect. Erotica is not typically a genre
chosen for tabletop gaming which means that explicit and detailed
sexual content is not what your fellow players will be expecting. You
should therefore avoid pressing such narration into your play. If you
really want to play a character in that way, the ERP communities of
basically every MMO are the best place to scratch that itch.
Characters
can have varying levels of libido and there is nothing wrong with
your PC having a conspicuously high one if you are content to 'fade
to black'. However you must ensure that you prioritise their trysts
on a believable fashion. The story is rarely going to be advanced by
your character getting laid and their sex life is unlikely to be the
reason they are a useful member of the party. If you are constantly
going off with NPCs instead of attending to the life and death
matters at the core of the game, the other players will suffer from
your transparent self-indulgence.
A
more complex form of this problem is when players attempt to use
sexual attraction to overcome all non-combat obstacles in the game.
Many straight male role-players are acutely aware of how quickly
they'd fold for the woman they've created and fiction is full of
eye-candy characters who 'use sex as a weapon'. If the GM is
similarly minded this can become a farcically all-powerful method of
bypassing resistance – especially if he carelessly casts 95% of the
NPCs encountered as straight men.
From
a cross-play perspective, this looks exactly like you stepping into
the body of your character rather than attempting to portray someone
who has always lived in it. Since you are focused upon the
attractiveness of your own character rather than their potential
partner, you may also fail to distinguish such manipulation from
their idea of actual fun. Seducing a despicable villain is the kind
of intimate contact with a horrible person that most people would
wish to avoid if at all possible. Using decent people in a manner
that ultimately harms them is an unethical abuse of something that
sex enthusiasts highly value.
You
can undoubtedly craft a PC who works in this way due to a combination
of ruthless drive and contempt for their targets. At this point it is
up to the GM to integrate them in a balanced fashion. However, such a
character should almost certainly be portrayed as perilously close to
hitting the bottom of the game's morality system – creating
problems as well as solving them. Despite his brave world-saving
acts, James Bond would probably spend a D&D campaign oscillating
between Chaotic Neutral and Chaotic Evil.
Take feedback and
critique your own play
Like
any learning process, you will make mistakes and develop over time.
Some of these mistakes will only be obvious to players of the gender
you are portraying, so ask gender-appropriate players for feedback on
your performance from time to time. This does presume that you have
such players around you, which I am content to do – although most
RPG enthusiasts do seem to be male, female players really aren't that
rare. If your insular D&D group has never had a female member
consider inviting one or two to join in. If your thriving RPG society
has never had a regular female attendee, go read some of the online
articles about toxic misogyny in gaming spaces and consider whether
any of it sounds familiar.
As
your portfolio of cross-played characters grows, examine them to see
what patterns are emerging in your play. My female PCs have varied
considerably in their degree of physical strength, but they have a
very notable bias toward expertise at unarmed combat and knife
fighting. This means that I never really have to experience the fear
of a big guy getting too close, because the heart of my personal
space is also my chosen killing ground.
This
skill set is generally something that my character has chosen to
develop out of necessity during a dangerous and lonely past. However,
this is not the only reason my ladies tend to have rough backgrounds.
I prioritise nurture over nature in my characterisation because it
helps marry personality to stats – and my female characters are
disproportionately likely to be at the dark end of neutral or even
outright evil. I suspect that this is because I find it easier to
retain sympathy for a female character who has done awful things,
which helps me to 'fight their corner' as their player. Of course
fiction has a substantial history of fetishising villains and I'm
probably channelling that this trope to some extent.
In
other words my cross-play is riddled with all kinds of gendered
subtexts that I am still in the process of becoming aware of. Like I
said, I'm not an expert in this matter – but I hope that this
article at least provides some useful cues for advancing your own
cross-playing process.
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