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Full Time Enthusiast

@ladytabletop / ladytabletop.tumblr.com

I play tabletop games. (header by mjbarros)
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New Year, New Pinned Post

Hi there! I'm Audrey, or LT. I'm a game designer, layout artist, editor, and podcaster.

If you want to look at my work, you can find it in my portfolio (and reach out if you want to collab or hire me!).

You can find my independently published games on my itch page.

Highlights:

  • Love Will Still Remain, a gm-less game about a group of people reuniting after years apart
  • Thaumaturge, P.I., a solo journaling mystery game about a teen detective at magic school
  • Lost Luggage, a solo journaling game about the titular lost piece of luggage
  • Behold, A Game!, a silly game where you play philosophers trying to convince the other players and the Oracle that your piece of writing is a game

Games I publish with my small press (namely, Spaceships and Starwyrms) are on our website.

My podcast is Alone at the Table, a solo games actual play and analysis show. I also hang out with the folks at the Moonshot Network on stream and sometimes other shows!

Lastly, my askbox is open - I write d10 random lists from time to time, and I'm always here if you have a question or want to chat!

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s-che

a game where we hurt each other

Last month, I played perhaps the most intense TTRPG session of my life as part of the Dream Library’s discussion of Bluebeard’s Bride, a game of “feminist horror” (more on this later) published by Magpie in a gorgeous print edition. Over the course of the month of October my guest lecturer/collaborator @marvelousmsmolly I collectively hosted three sessions of what was by far the most challenging game the Dream Library has ever discussed. 

We came to Bluebeard as the second part of our fall semester covering games of intimacy and monstrosity — a unit which began in September with Avery Alder’s Monsterhearts 2 and is continuing this month with Vampire: The Masquerade (If you want to get in on the VTM discussion and future semesters, please, come join). Both Molly and I suspected that Bluebeard was going to be both a quieter month and a riskier text — but opted to play through it anyway, albeit with some tools in place to make sure everyone knew what they were getting into with a book that doesn’t pull many punches. And with all that, the first two sessions went... fine? We had some lumpy pacing, some conflicting styles of play, some questions about how a game that really seems to encourage player bleed can possibly be played online, but for the most part things were fine. Not great, not bad — not worth the anxiety we’d had about them.

And “fine,” of course, doesn’t make for interesting conversations, so Molly and I took a step back. We talked about what was going wrong: a sense that neither of us quite felt comfortable hitting hard enough, even though we asked players ahead of time and at the start of sessions to tell us what was off the table. A frustration that player choice had trended towards the Bride as a detective/hero and not someone embodied in a world of horror. A confusion — once again — over what it means to “shiver with terror” in a discord call with some friends online. Out of that conversation came a new idea: rather than two more one-shots, Molly took some time to charge up a spirit bomb and put together some more formal prep, then recruited a group she felt could get together for a more curated experience. She wrote up her own excellent thoughts on what went down — along with a lot of session details — but you’ll have to join the Dream Library for that. 

The result of all that curation and preparation was that on October 23rd a group of four trans women — Molly, @jdragsky, our friend Mars, and I — sat down to play Bluebeard’s Bride knowing exactly what we were in for. We would be playing a transfem Bride, Bluebeard would be cis, and we would be hitting transfem-specific horror as hard as we possibly could. 

I’m going to quote from Molly’s reflection, where she wrote:

“Another really great aspect of running this game for this table is there was such a clear feeling that we all understood, wordlessly, what was going on... There are some moments in Allison Rumfitt’s gothic horror novel ‘Tell Me I’m Worthless’ where it felt like the author, a trans woman, was dropping phrases knowing exactly how her transfem audience would react... This had a twofold effect of both giving the players a chilling moment but also, a very brief but appropriate separation between fiction and player where could all grimace and be together in that discomfort before pushing on. People knew what I was doing. The problem with the original game is it doesn’t really want to discuss the politics of what “feminine horror” means. Because of this you’re really lacking some focus. I think a table of cis women could actually play bluebeard’s bride in the way we did last night and have it hit hard for them if they approached it correctly, I don’t think our experience was uniquely elevated by our trans reading, however that was one of several tools we used for that elevation.”

Setting aside the strengths and weaknesses of the original text, that sense of shared experience was key to our game and key to allowing us to hit — and get hit — really hard and trust that our coplayers were there with us. Compared to our earlier efforts (prioritizing safety by taking things off the table via lines/veils) tightening the topical scope from an ambiguous “feminist horror” to a specific transfeminist horror in the context of a chaser bf, in the context of an economic disparity, in the context of the medical pressures of transition in the contemporary U.K. allowed Molly, our lovely host, to hurt us knowing that we were all in it together and choosing to play this game. It transformed the horror from an obstacle in an adventure game into a thing we were seeking out: a pleasure/pain we asked to feel. 

In a games discourse that is — understandably — interested in protections which might be implemented anywhere, including at cons and home tables with much less of an art-and-politics interest, safety tools are often thought about as a negative thing, a preemptive cutting away of all the things which might end up hurting us. I think that’s part of why people can have a hard time filling out a lines/veils list in advance of a session. What are all the things in the world I’m sensitive to? What are all the contexts in which I’m sensitive to them? Good sensitive or bad sensitive? Sensitive enough to cause a scene? Sensitive enough to make it off the table? 

In place of that — and in a table with a really remarkable amount of trust — this final Bluebeard session leaned in, hard, to the things that hurt us. That was the game. Molly wrote a lot about kink in her reflection, and I think she was right to do that. The point of the game was to hurt each other and to feel, and it was a better game for keeping that in mind. It was an actual horror game, and not just a game with horror aesthetics. I agree with Molly that there was nothing essential about having an all-transfem table — I think what we did could be done by anyone, even with the base Bluebeard’s Bride. What was essential was having a table where we all trusted each other enough to play a hurting game and to know that we were there on purpose. It elevated Bluebeard’s Bride into a really fascinating, messy experience — one I can’t wait to play again.

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exigencelost

I maintain that Hey There Delilah by Plain White Tees is a 450% better song if it’s about a guy who’s lost custody of his daughter

Literally every lyric has so much more Energies if it’s sung to a child I’m gonna die on this hill. “Hey there, Delilah /Don’t you worry about the distance /I’m right there if you get lonely /Give this song another listen” and “Hey there, Delilah/ I know times are gettin’ hard /But just believe me, girl / Someday I’ll pay the bills with this guitar / We’ll have it good /We’ll have the life we knew we would / My word is good” like? He’s trying to get his daughter back? Idk if she’s with the other parent or in foster care or what but it’s So Much I have a lot of feelings about this. The repeated promises, “I’d walk to you if I had no other way” and “I’m right there when you get lonely” when, like, obviously, he’s not, and he’s just sort of desperately hoping that she still understands that he loves her, and that she doesn’t feel abandoned. And then, “Delilah, I can promise you /That by the time that we get through / The world will never ever be the same /And you’re to blame” that’s so fucking sweet? That’s such a sweet thing to say to your daughter. Romance is over. Noncustodial parental love songs are where it’s at. 

This is what “death of the author” means. We know that’s not what the song was written about, but what if it was? What if we explored the lyrics as though the speaker was a heartbroken father missing his daughter? It changes EVERYTHING. And it’s so good.

Anyway, OP you are wonderful and I love you.

Have always thought that “Hey there Delilah / you be good, and don’t you miss me” is a little creepy and infantilizing if sung to a romantic partner.

But if it’s a father, and he’s saying goodbye to the daughter he never gets to see, and he’s trying so hard to put on a brave face for her, then “You be good, and don’t you miss me” is shattering.

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psychhound

ttrpgs in the classroom (part 8)

oh boy have i not made one of these posts in ,,, like a year. grad school is crazy yall. lmao. but. i wanted to share what we do for our analysis unit now that we've hit it this semester!!

other games used in the unit:

the assignment:

write an essay of approximately 1000 words doing a literary analysis of some aspect of a game, first forming an inquiry question, then looking in the text for evidence, then coming up with an argument about a deeper meaning of the text. the second draft of the assignment can either be an expanded essay, or a multimodal piece of the student's choosing. (the other option for this essay is to do a rhetorical analysis of an argumentative text about gaming)

the games:

[ID: a powerpoint slide titled choose your fighter game (the word fighter is crossed out, so it reads choose your game). it shows five ttrpg titles, with a short description of each, and an icon to represent them. the background is a light orange sky and green grass in a video game like art style. there is a fake game menu bar on the bottom. the games in the slide are functionally described below. end ID]
a collaborate journey into the magical woods ... to destroy it
a lyric game about a never-ending dungeon and those stuck there
a Weird Academia horror game for three players

i love you, alive girl by anna anthropy

a 1-page game about writing love letters under surveillance

drifters by gila rpgs

a Weird West game of gunslingers and their guns

past semesters game options:

a dragon game by chris bissette cozy town by rae nedjadi @temporalhiccup

the process:

in the powerpoint introducing the games, i have a more thorough description of each one, and then three examples of inquiry questions that they could use as jumping off points to do their analysis on. the inquiry questions ask things like, what moral stance might this game align itself with, what other stories is this game in dialogue with and to what effect, what does this game have to say about the current state of our society? the students can use these inquiry questions or not, theyre only meant to be examples

the results:

this is definitely the most challenging project for my students, but i think that challenge is good for them! i've had really mixed results, with the most common issue i run into just being surface level analysis. they are, however, 18 and have never done anything like this before (for the vast majority of my students) so a lot of my feedback is just pushing them further and trying to get them to say something interesting. i really love a dragon game and cozy town, but i found they didnt have enough context of ttrpgs and dnd/pf to really Get why a dragon game was interesting, so i replaced it with escape from this dungeon since thats got some more meat for them like voicey rules and characters. and im a big fan of nedjadi's games and wanted to give my students something more cute and fun, but they struggled to find much to read into or say about it that wasnt very surface level. escape from this dungeon and ilu, alive girl are new games this semester so we will see how those go over!!

ask and ye shall receive @ihaveapencilbehindmyear

the slumbering woods

  • What does TSW have to say about our relationship to nature or other cultures?
  • What political or moral stance would TSW align itself with?
  • How is TSW in dialogue with folktales and fairy tales, and to what purpose?

escape from this dungeon

  • How does the writing style convey the tone of the game?
  • How do the character classes comment on other fantasy media?
  • What could the dungeon be a metaphor for?

kenzie's project

  • How does the short fiction in KP add to the mood or themes of the text?
  • What does KP have to say about higher ed as an institution?
  • How does KP handle the emotions and growth of the characters, and what is it trying to say with that?

i love you, alive girl

  • What political or moral stance does ILU, AG align itself with, and how does it show that?
  • What is the purpose of including the Jeff Bezos quote in the beginning?
  • What is ILU, AG saying about the current state of the world?

drifters

  • What does Drifters have to say about the role of violence in society?
  • What major themes do you see in the pre-made threats in Drifters?
  • How is Drifters in dialogue with the Wild West canon?

like i said, these are jumping off points!! most of my students are completely unfamiliar with this kind of writing

here's an example i give them:

(page 8 of wanderhome by @jdragsky)

and then i also do a close read of we are but worms that you can find here

hope that helps!! feel free to steal :)

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