Legends Of The Gamer Chicks
Part
1: The First Session
The
all-female gaming group. It’s the
kind of thing gamers tell their kids about as a wild, unbelievable bedtime
story, or that groups of newbies whisper about in small, dark rooms during
GenCon. Every so often, some crazy old
coot will come along who claims to have seen one back in college, or had a
gamer girlfriend (there’s another rarity!) who got involved. He is usually dismissed as completely stark
raving mad. Meanwhile, in a hobby where
women are at a premium, the possibility of a campaign completely free of Y
chromosomes continues to fuel the legends and fantasies of each new generation
of gamers. The all-female group is the
Holy Grail of Gaming, often dreamed of, never achieved.
Okay...maybe the situation
isn’t quite so outrageous as that.
Still, demographically speaking, all-male gaming groups are quite
common, while all-female groups (or female gamers, period) are hard to come
by. Before I came to college I was
accustomed to being essentially the only female gamer in my area, so I’d
certainly never seen one (only dreamed of how cool it would be). It wasn’t until St. Olaf College brought me together with
five wonderful fellow gamer chicks that I got the chance to experience it for
myself. And now, my faithful readers,
I’ve decided to share with you the tale of this very unusual group and how it
continues to change my conception of what gaming can and should be.
The players and the plan
Demographically speaking,
the Mage: The Ascension group in which I have participated since September 2000
is a bit unusual. The Storyteller
somehow manages to juggle nine players, five male and five female, which puts
us on the far right of both the group size and gender balance bell curves to
begin with. Of the five female players,
only two had prior experience (myself and one woman who had played in a few
D&D campaigns in middle school).
When we realized our unique position of having enough players for an
entirely female campaign (and when we decided to live together the following
year, forming a conglomerate which several of the members took to calling
“Revenge Of The Gamer Chicks”), we had to go ahead with it. We agreed on Changeling: The Dreaming as our
game of choice, I stepped up as Storyteller, the players enlisted a fifth woman
who had never roleplayed before, and Thursday night All-Girl Changeling began.
Character generation: The Goth, the rock
star, and the seven-year-old cannibal
One adjective springs to
mind immediately when I think of the character generation process for this
group: Bizarre. The defining and common
characteristic of this group of changelings (and Changeling players) was a
sense of risk-taking that produced one of the stranger character mixes I’ve
ever seen, but also one of the most rewarding.
The newest player, more concerned with learning the ropes than pushing
the limits, created perhaps the tamest character, Althea, an eshu who told
fortunes with a circus and had a young magician for a ward. The party loony (whose previous Mage
character owned a Geo Metro fueled by self-satisfaction, if that tells you
anything about her typical character concepts) remained true to form with Ayla,
a wolf pooka and psychic vampire who claimed to be Bill Gates’ illegitimate
daughter and had been fired from her job as a park ranger for “accidentally”
shooting her boss in the butt with a tranquilizer gun. From there on out things got
interesting. The group’s quietest,
shyest player made a radical departure from her previous two characters (an
elven archer and a priest, both of whom were almost as withdrawn as their
player) to create Erin, a Gothic sluagh bartender who loved to go clubbing and
be social. A fourth player’s satyr
character, Nina, was a rock star who toured the country singing bitter,
Alanis-Morissette-style songs of love and heartbreak. However, her concerts almost invariably degenerated into massive
orgies, causing couples to break up out of jealousy and allowing her to ravage
them for the resulting Glamour.
The most notable example
of unique concepts, however, was the character the pastor’s daughter made. Her previous two characters were a
swordmaster with no fixed personality and a friendly Cultist of Ecstasy. Her Changeling character, on the other hand,
was a redcap. For the benefit of those
of you who don’t play Changeling, redcaps are kind of the nasty, evil,
murderous, sadistic, gross pariahs of the changeling community. Not only was the character a redcap, she was
a seven-year-old redcap with an addiction to human flesh. (Her name began as a bad joke and then
stuck: Annabelle Lecter.) Her gleefully
grotesque character history detailed the way in which she underwent her
Chrysalis while eating the family cat at age three, then cannibalized a fellow
preschool student who annoyed her, and how her parents “sealed their doom by
giving me an Easy-Bake Oven for my birthday.” Of all the players in the group, I would have pinpointed her as
the least likely to play “the disturbing one,” but there the character sheet
was right in front of me. And I couldn’t
have been happier that people were finally challenging themselves as roleplayers,
trying on different character types and trying to get inside their heads. I was only surprised that it hadn’t happened
earlier.
Do I think the players’
willingness to stretch the boundaries of character concepts had anything to do
with the gender composition of the group?
Absolutely. Even before the
first session I could see that these women were genuinely excited about these
outrageous people they had created, to an extent that I’ve rarely encountered
in gaming. Don’t get me wrong; during
my years of gaming I’ve seen plenty of outrageous characters, but these were
very different from the broadly drawn caricatures I’ve seen such experiments
become. As their character histories
began to appear in my mailbox, I noticed that even when the concepts were at
their most outlandish, my female players wrote about their alter egos as though
they were real people. That was
something I’d almost never seen in mixed-sex or all-male groups. Of course, some of this could have been due
to the fact that this was a group of relatively new gamers finally beginning to
feel truly at home in their new hobby—but I’ve also seen a lot of new gamers
get to this stage, and upon arriving very few of them have imbued their
characters with the honesty and realism that these women did.
Getting introduced and getting in a fight, or,
How my players left me speechless for the first time
The first session of
All-Girl Changeling was primarily dedicated to getting this disparate group of
characters together. To make a long
story short, the PCs met up at a Goth club called Spiderwebs, where they were
summoned by a rogue noble named Lady Stavroula. She claimed that the upcoming film version of a book called The
Amethyst Key was causing a dramatic increase in the Banality present in Los
Angeles, but the duke refused to believe her.
The characters, she said, stood to gain tremendous power and influence
in the area if they helped her stop the movie from becoming a source of
Banality in the world. After some
dissent, they agreed, and they adventure began. (The full version, if you so desire, can be found here—or go here for
some humorous quotes from the session.)
But things didn’t get really interesting until the characters left
Spiderwebs and got in a minor scuffle in an alley.
It happened like this. Annabelle was starving for some human flesh
and decided to peek into the alley in search of a random homeless guy to
eat. She thought she saw someone
sleeping underneath a pile of newspapers, and began to poke him with a stick. It turned out to be a troll. Another troll came out of the shadows, and a
sluagh attacked her from behind. She
screamed for help, and the other PCs came running. Annabelle tried to get free of the sluagh’s grasp but
failed. Nina won initiative, walked up
behind the sluagh, tapped him on the shoulder, waited for him to turn around,
then punched him in the face. The
trolls started attacking the rest of the party. Erin and Ayla defended themselves. Althea cast Wayfare 2. Ayla
ducked around the corner and turned into a wolf. The sluagh tried to stab Annabelle with a switchblade but
failed. Annabelle responded by
attempting a bite attack—on his face. She
rolled for damage. Eight
successes. Picture that scene in “The
Silence Of The Lambs” where Hannibal Lecter escapes from prison, replace
Anthony Hopkins with a seven-year-old girl and the guard with a scrawny little
sluagh boy, and you’ll begin to understand the chaos this feral and just plain
nasty maneuver caused. Then Ayla sicced
Moro, her chimerical wolf companion, on my poor NPC, and he went down hard.
Next combat round. Nina won initiative again and cast Sovereign
2 to command one of the trolls to restrain the other. Althea used her extra attacks to walk up to the trolls and start poking
them with her dagger. Annabelle spent
her turn squirming out from under the sluagh and Moro, who was still chewing on
his neck. The sluagh rolled over and started
drawing a Bunk for Wayfare 3 on the ground.
Erin noticed and kicked him in the head, doing enough damage to
incapacitate him. Seeing their leader’s
plight (and Annabelle looking at them with blood dripping off her chin), the
trolls failed their Willpower rolls and screamed for a truce. In less than two combat rounds, five
non-combat-oriented characters who had just met managed to subdue three
physically stronger adversaries. Any
doubts about the tactical gaming abilities of women should be laid to rest
indefinitely by this incident.
What happened next,
however, was what really amazed me. I
had planned for the PCs to take considerably more time in defeating their
adversaries, after which the sluagh could be persuaded to reveal that the duke
had sent him to keep an eye on Lady Stavroula’s doings and rough up anyone who
tried to ally herself with her.
Instead, I had a combat that was over in 10 minutes and a crucial NPC
knocking at death’s door. At the
Storyteller’s discretion, one of the trolls magically developed Primal 4 and
healed the sluagh so he could talk to them and give up the needed information. After that he begged to be released. What ensued was a discussion at least three
times the length of the combat about what to do with their defeated foes. Ayla wanted to let them go back to the duke. Althea wanted to turn them over to Lady
Stavroula. Annabelle wanted to kill
them. The sluagh was adamant about
wanting the first option (as was I).
Althea asked him how they could trust that he wouldn’t be back. The sluagh swore he’d never trouble them
again, since he had no particular love for the duke and was just following
orders. He told them he wanted the
adventure the duke’s court could offer.
I was trying to give him personality enough that they’d feel guilty
about just killing him and would release him, possibly to meet up with him
later on. The effect was very
different.
“All right,” said Althea, “then
why don’t you come with us?”
From then on things worked
out quite nicely. The party turned the
trolls over to Lady Stavroula and hauled the sluagh (whose name was Stuart)
back to Lady Stavroula’s freehold with them.
I had never once planned for this NPC to be anything more than a plot
hook, but the players thought otherwise.
They treated him as though he were a real person, and thus picked
up an ally I never thought would be important.
I had never seen a gaming group do this before—and I liked it.
With their new NPC in tow,
the PCs went off to the freehold to dream pleasant changeling dreams and
prepare to infiltrate a movie set. I
won’t get into painstaking detail about what they did after their first battle
together. The rest of the session was
full of surprising plot twists and exciting little moments, just as much for
the players as it was for me. And none
of us could wait to find out what happened next. In the end, our session may have lacked the presence of anyone
with a Y chromosome, but it wasn’t deficient in any other way.
Coming up in part 2: Adventures in cannibalism, meeting the
Malkavian prince of Los Angeles, the boys bite back, and more. Plus: You won’t believe what causes the
characters’ first argument!
Copyright (c) 2001 by Beth Kinderman. This is my original work, so please respect
it.