Tuesday, September 03, 2024

The No-Girlfriend Rule, by Christen Randall

In the six years that Hollis and Chris have been dating, Hollis has been shut out of Chris's Friday night Secrets and Sorcery games.  That's because his group has a strict "no girlfriends allowed" rule -- a rule that Hollis is determined to chip away at.  It's not that Hollis particularly likes the misogynistic and homophobic group that Chris plays with, but she wants to be in Chris's life.  So, Hollis has been studying how to play and she's found a group of her own to play with to get better.

The new group is made up solely of young women, racially diverse, and representative of a variety of gender and sexual identities. The woman who runs the group is all about building a supportive and safe environment.   In a nutshell, it's everything Chris's group is not.  And when Hollis finds that she not only likes them better but also, for the first time in her life feels she has real friends, it causes her to question why she cares so much for Chris.  And while breaking up seems unthinkable, there's no denying that she is discovering that there's so much more to life than being some guy's girlfriend.

I was initially going to write this off as a fluffy romance set amidst table-top gamers, but it has a surprising amount of substance.  Dungeons and Dragons (and gamer culture as a whole) is notoriously misogynistic.  Randall takes some pretty easy shots at that at the start, but then she imagines what a campaign would be like if it wasn't and Hollis's group is a wonderful exploration of how one could play the game without succumbing to toxic masculinity.  I'm sure the discussion has been had in the gamersphere but I've never seen it in fiction before and it's eye-opening.

Beyond that is a really strong story of Hollis's growth from an anxious and dependent girlfriend, unable to see her own self-worth, to a young woman with contributions to make and a right to be loved.  It's hardly smooth sailing and she has a lot of very relatable struggles with doubt and insecurity, but the honesty of the portrayal makes the payoff at the end so much more moving.  She also has a very authentic struggle with her sexual identity when her heart leads her towards a girl in the group -- a search which is never fully resolved and feels very satisfactory being left as such.

Throw in a couple other topics like body images, clinical anxiety, and abusive relationships, and you get a lot of value for a story about girls and gaming.

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