| How would one go about building a culture (in a reasonable RPG environment) that reacted differently to a heroine, than a hero? How far would this go? Consider: if you played an orc or troll halfbreed, would you expect to be let into nobody's home? To find backs turned to you from questgivers? To have merchants passing the word along and closing their shops when they saw you coming? Think of it as an instant -10 modifier to a charisma roll, plus a lifetime's supply of insults and ingenious cruelty. Where's the fun in playing that?
So unless you fake the heroine part, simply modifying some stats to represent only the physical side of matters (slightly higher constitution and weaker strength, perhaps a bit more charisma if in a culture where women are viewed as sexual prey rather than men), you end up with something along the lines of the orc, but on a very reduced scale. Innuendos, instead of outright insults. Leers, smirks, a few attacks from people who need to be separated from their organs of reproduction for the benefit of all humanity. That might work, actually, though there are bound to be people who find such a depiction on the one hand too stereotypically feminist, and on the other hand too mild and unrepresentative.
Maybe we should just go back to the stats idea. At least it's on the same order of difficulty as simply clicking on a monster, and killing it.
__________________ To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Last edited by fable; 05-01-2008 at 08:51 AM.
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