So there’s been Discourse on tumblr (yes I’m still on tumblr) over a post where someone was making fun of protagonists in old literature who are like oooh iI’m so aloooone but then there are servants in the house. And then a bunch of other people were like you get why it’s not actually appropriate or even satisfying for them to dump all their feelings on their servants, right?
And then I decided to write a really fast two-person GMless one shot about that. It’s very badly based on Belonging Outside Belonging mechanics and here it is.
my boss keeps trauma-dumping on me / “you have servants, you’re not alone”: A Game About Being Alone In Company
Consider playing this game with someone you don’t know well.
Belonging Outside Belonging games (which this is a bastardization of) are built on a style/phase of play called “Idle Dreaming,” where the players pass ideas back and forth and speculate about possibilities until an idea for an interesting scene emerges. Do not do this. Or rather, do, but each player is fully in charge of information and ideas about their own character unless a move indicates otherwise. You may ask questions, but never contribute to answering them. If a Player asks a question about their own character, the other Player must reply only with polite silence.
Choose together or roll to randomise:
You are
a disgraced academic
an unwilling expatriate
an impoverished noble
a lovelorn dreamer
a spinster or widower (yes I know they’re not the same)
and their
long-time servant
new hire
local help
favour-for-a-friend hire
came-with-the-house help
You are in an isolated house, and have been for some time.
The house is
old and sagging
new and soulless
filled with bad childhood memories (for one or both of you)
beyond your means
the generosity of friends or family
Choose names. Choose what you call one another.
Each player describes the other’s character. Each of player points out one thing in the description of their own character that is inaccurate.
Each player says whether their character thinks the other character likes them. Do not confirm if they are correct.
The Master has reached such a profound depth of loneliness that they are reaching for the only connection they have, even though they know it won’t help.
The Servant does not lack compassion for a fellow human in pain, but also, this is their boss.
Decide if this has happened before.
Each playbook has a list of moves. Weak moves gain you one token. Strong moves cost two tokens. These can be represented by any small item or a scrap of paper.
The Master can always play an Imposition for free.
The game ends when the first character plays their Ending Move.
MASTER
Play to find out:
If this time you can make an empty connection mean something
Weak moves
Pretend you understand
Find a tenuous point of comparison
Ask a quick favour
Try to relate and fail
Change the subject
Strong moves
Apologise sincerely
Share something that will make the servant see you differently—the servant decides what nature of thing this is
Genuinely relate
Make a change to the household that impacts the servant
Impositions
Tell the story of a recent failure how it made you question your worth
Tell the story of why you came to this house, and why it was your last resort
Ask for advice on what to do about the problem that has brought you here and insist on getting an answer
Reflect on your parents, and ask the servant to reflect on theirs
Tell the story of a time you fell in love and ask the servant to do the same
Ending move (choose one, both cost 10 tokens)
Ask the servant if they would like to leave, and act graciously on their honest response
Ask for a compliment or reassurance
SERVANT
Play to find out:
How far your empathy extends
Weak moves
Make listening noises
Ask if the Master needs anything
Idly tidy up
Prepare tea
Say yes
Strong moves
Say no (gently or forcefully or some other way)
Demand honesty
Highlight your differences
Say something you immediately regret
Ending move (choose one, both cost 10 tokens)
Leave the room
Offer to stay and mean it
Both players share if their character thinks the other character likes them. As before, do not confirm.
The game ends.