The writer and danerys thought so, apparently, and it made sense when I read it.
My point is that I don’t know what exactly they were thinking and that’s why I’m asking. If they think that plowing in particular is a feminine activity that would make it somewhat more understandable, but it’s not at all obvious to me from the post that this (their thinking so) is actually the case, and even then I don’t quite see what was supposed to be signified since Christine was already regularly including things like making tea. Occams razor would suggest a single misapprehension the absence of which leads to the whole section to making sense more likely than multiple misapprehensions.
I don’t think the idea is that real-world plowing is feminine so much as that choosing a non-violent activity in a role-playing game is a more likely choice for female players.
And therefore what, though? The DM was female. The players were female. I’m unlcear if this is just supposed to be a vignette on how females may view the world, or illustrating some difficulty women have interacting with the world because their viewpoints are otherwise ignored, which if that’s the intent, I’m lost as to what should have been different in order to bring a more harmonious game session to the momentarily frustrated female players.
I doubt things are clear cut anywhere as to whether girls playing games in general (D&D or not) tend to opt for non-violent stuff as a property of human females, or because they tend to opt for it as causally linked with social expectations and other feminism-important issues.
I personally know several females who vastly favor direct, gritty hack’n’slash over stereotypical “girls prefer nonviolence in games”. Only one of them is remotely similar to a “tomboy” and most wouldn’t be identified as “man-like” in many other things. I’m going to ask them what they observe on this subject and how they got there, and whether society gives/gave them pressure to prefer nonviolence (which would be some evidence that it is not caused by gender directly, if yes).
My point is that I don’t know what exactly they were thinking and that’s why I’m asking. If they think that plowing in particular is a feminine activity that would make it somewhat more understandable, but it’s not at all obvious to me from the post that this (their thinking so) is actually the case, and even then I don’t quite see what was supposed to be signified since Christine was already regularly including things like making tea. Occams razor would suggest a single misapprehension the absence of which leads to the whole section to making sense more likely than multiple misapprehensions.
I don’t think the idea is that real-world plowing is feminine so much as that choosing a non-violent activity in a role-playing game is a more likely choice for female players.
And therefore what, though? The DM was female. The players were female. I’m unlcear if this is just supposed to be a vignette on how females may view the world, or illustrating some difficulty women have interacting with the world because their viewpoints are otherwise ignored, which if that’s the intent, I’m lost as to what should have been different in order to bring a more harmonious game session to the momentarily frustrated female players.
I doubt things are clear cut anywhere as to whether girls playing games in general (D&D or not) tend to opt for non-violent stuff as a property of human females, or because they tend to opt for it as causally linked with social expectations and other feminism-important issues.
I personally know several females who vastly favor direct, gritty hack’n’slash over stereotypical “girls prefer nonviolence in games”. Only one of them is remotely similar to a “tomboy” and most wouldn’t be identified as “man-like” in many other things. I’m going to ask them what they observe on this subject and how they got there, and whether society gives/gave them pressure to prefer nonviolence (which would be some evidence that it is not caused by gender directly, if yes).