The Groundskeeper

Your tale of bluebeard’s bride

 * 1) The fairy tale is told
 * 2) The Sisters are created
 * 3) The Bride is left alone at home
 * 4) One by one, the rooms are explored
 * “The room beckons. You enter, and the door closes behind you.”


 * 1) Evidence is gathered
 * 2) The final room is exposed

Agendas

 * Make the Bride and her experiences feel real.
 * Fill the Sisters’ lives with fear and horror.
 * Play to find out what the Bride chooses

Principles

 * Breathe unnatural life into the house.
 * Address yourself to the Sisters, not the players.
 * Give each inhabitant of the house a drive.
 * Ask about the Bride’s fears and build on the answers.
 * Veil your moves with mystery.
 * Hold the Bride to her wedding vows.
 * Fill the house with the echoes of violence.
 * Blur the line between the ordinary and the monstrous.
 * Center the story on women’s experiences.

Groundskeeper moves

 * Hint at off-screen horrors.
 * Present evidence of other brides’ suffering.
 * Invoke the house’s memories and secrets.
 * Undermine the Bride’s senses.
 * Remind the Bride of her limits, physical and social.
 * Put the Bride in danger, emotional or physical.
 * Inflict trauma, as established.
 * Introduce a servant or horror.
 * Offer an opportunity at a cost.
 * Turn their move back on them.
 * Make a room move.
 * After every move: “What do you do?”

Source
Source: Play materials from the official site.