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Sionak
Dec 20, 2005

Mind flay the gap.
I recall some pushback when that came out. In particular, the combination of a nominally progressive few paragraphs didn't really balance out hiring some very regressive and inflammatory consultants for the playtest. I also recall some discussion about the particular language used in the D&D 5 PHB.

If I were a lazy academic type (and I was), I'd start by trying to find some of the articles or posts discussing that particular paragraph from roughly the time it came out. Those would be really useful to get a sense of what else was out there at that exact moment, which seems to be what you're interested in.

All the same, I can immediately think of a few.

Apocalypse World has players specify a "look" for their characters. From my understanding, "look" was picked over the much more standard "gender" or "sex" blanks of the time. Look really leaves it up to players how much they want to define and how.

Eclipse Phase also kind of went step by step. But they made a distinction between the ego "gender" and the morph "gender" for a while and I think talked about how those might not match. Much later, in Eclipse Phase 2E, they were still concerned with issues of gender dysphoria and mismatch between the ego and the morph that it's sleeved into. In general, Eclipse Phase is concerned with the idea of not matching the body you're currently in - it's difficult for uplifted animals to adapt to more traditional human styled morphs and vice versa.

Unknown Armies has always been concerned with the stories of people on the fringes. One of the novels (I think Godwalker?) gets into ideas of how gender and societal expectations interact and clash.

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Sionak
Dec 20, 2005

Mind flay the gap.
I think a lot of games were more implicit than explicit in those choices. I remember a mean old 4chan /tg/ meme about "-4 strength" referring to a strength penalty for women characters, but I never knew what game it was from originally. But by the 2000s, I feel like most games had done away with that kind of mechanic. I also feel like representation was a big focus for more indie games, but that many of them were less likely to have a paragraph explaining that's what they were doing. For instance, Apocalypse World never explains why they used "look" as opposed to gender - they just did it.

I do think historical games like Call of Cthulhu and Trail of Cthulhu were more likely to spell out how they suggested handling things like racism and sexism and the lack of mechanical representation for those.

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