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.