RPG Evolution: When Gaming Bleeds

Monte Cook Games recently released Consent in Gaming, a sensitive topic that addresses subjects that make some players uncomfortable. Central to the understanding of why there's a debate at all involves the concept of "bleed" in role-play.

scam-4126798_1280.jpg

Picture courtesy of Pixabay.​

Bleed Basics

Courtney Kraft explains bleed:
It’s a phenomenon where the emotions from a character affect the player out of the game and vice versa. Part of the joy of roleplay comes from diving into the fantasy of being something we’re not. When we play a character for a long time, it’s easy to get swept up in the highs of victorious battle and the lows of character death. When these feelings persist after the game is over, that’s when bleed occurs.
Bleed isn't inherently bad. Like actors in a movie, players sometimes draw on experiences to fuel their role-playing, consciously or subconsciously, and this bleed can happen organically. What's of concern in gaming is when bleed has detrimental consequences to the player.

Consent in Gaming explains the risks of negative bleed:
There’s nothing wrong with bleed—in fact, it’s part of the reason we play games. We want to be excited when our character is excited, to feel the loss when our characters do. However, bleed can cause negative experiences if not handled carefully. For example, maybe a character acted in a way that your character didn’t like, and it made you angry at the player too. Or maybe your character is flirting with another character, and you’re worried that it’s also making you have feelings for the player. It’s important to talk about these distinctions between characters and players early and often, before things take an unexpected turn.
There are several aspects that create bleed, and it's central to understanding why someone would need consent in a game at all. Bleed is a result of immersion, and the level of immersion dictates the social contract of how the game is played. This isn't limited to rules alone, but rests as much on the other players as it is on the subject matter.

One of the experiences that create bleed is a player's association with the game's subject matter. For some players, less realistic games (like Dungeons & Dragons) have a lower chance of the game's experiences bleeding into real life, because it's fantasy and not analogous to real life. Modern games might have the opposite effect, mirroring real life situations a player has experience with. There are plenty of players who feel otherwise of course, particularly those deeply involved in role-playing their characters for some time -- I've experienced bleed role-playing a character on a spaceship just as easily as a modern game.

The other element that can affect bleed is how the game is played. Storytelling games often encourage deeper emotional involvement from a player, while more gamist tabletop games create a situational remove from the character by their nature -- miniatures, tactical combat, and other logistics that are less about role-playing and more about tactics. Live Action Role-Playing games (LARPs) have the player physically inhabit their role and are thus provide more opportunities for bleed. Conversely, Massive Multi-Player Online Role-Playing Games (MMORPGs) might seem like they make bleed unlikely because the player is at a computer, experiencing the game through a virtual avatar -- and yet it can still happen. Players who play a game for a long time can experience more bleed than someone who just joined a game.

Dungeons & Dragons is a particular flashpoint for discussions of bleed, because while it is a fantasy game that can easily be played with disposable characters navigating a dungeon, it can also have surprisingly emotional depth and complexity -- as many live streams of tabletop play have demonstrated.

These two factors determine the "magic circle," where the reality of the world is replaced by the structure of another reality. The magic circle is not a magic wall -- it's porous, and players can easily have discussions about what's happening in the real world, make jokes derived from popular culture their characters would never know, or even just be influenced by their real life surroundings.

The deeper a player engages in the magic circle, the more immersed that player becomes. Governing the player's social contract within the magic circle is something Nordic LARP calls this "the alibi," in which the player accepts the premise that their actions don't reflect on them but rather their character:
Rather than playing a character who is very much like you (“close to home”), deliberately make character choices that separates the character from you and provides some differentiation. If your character has a very similar job to your ideal or actual job, find a reason for your character to change jobs. If your character has a very similar personality to you, find aspects of their personality that are different from yours to play up and focus on. Or play an alternate character that is deliberately “further from home”.

Bleeding Out

Where things get sticky is when real life circumstances apply to imaginary concepts. Bleed exists within the mind of each player but is influenced by the other players. It is fungible and can be highly personal. Additionally, what constitutes bleed can be an unconscious process. This isn't necessarily a problem -- after all, the rush of playing an awesome superhero can be a positive influence for someone who doesn't feel empowered in real life -- unless the bleed touches on negative subjects that makes the player uncomfortable. These psychological triggers are a form of "bleed-in," in which the player's psychology affects the character experience. Not all bleed moments are triggers, but they can be significantly distressing for players who have suffered some form of abuse or trauma.

Consent in Gaming attempts to address these issues by using a variety of tools to define the social contract. For players who are friends, those social contracts have likely been established over years through both in- and out-of-game experiences. But for players who are new to each other, social contracts can be difficult to determine up front, and tools like x-cards can go a long way in preventing misunderstandings and hurt feelings.

Thanks to the increasing popularity of tabletop role-playing games, players are coming from more diverse backgrounds with a wide range of experiences. An influx of new players means those experiences will not always be compatible with established social contracts. The recent incident at the UK Gaming Expo, as reported by Darryl is an egregious example of what happens when a game master's expectations of what's appropriate for a "mature" game doesn't match the assumed social contract of players at the table.

This sort of social contract reinforcement can seem intrusive to gamers who have long-suffered from suspicion that they are out of touch with reality, or that if they play an evil character, they are evil (an allegation propagated during the Satanic Panic). This need to perform under a "cover" in their "real" life has made the entire concept of bleed and its associated risks a particularly sensitive topic of discussion.

X-cards and consent discussions may not be for everyone, but as we welcome new players with new experiences into the hobby, those tools will help us all negotiate the social contract that makes every game's magic circle a magical experience.
 

log in or register to remove this ad

Michael Tresca

Michael Tresca


log in or register to remove this ad

I've modified my games to accommodate another player's fear of spiders in the past. I have no objections to the concept of making reasonable accommodations for players but I specifically object to the way the X card works. Why is that so hard to understand? Someone can dislike the X card and still be fine with accommodations.

Okay - so how do you find out you need to make accommodations?
 



You mean you have players with problems actually talk with you. What type of freaky dm are you?

The type that has been playing for decades.

Next, the way this is going to go is we are going to get challenged by the presence of a hypothetical player that is in that moment so traumatized that they aren't going to be able to verbalize, and the only thing that they can do in this situation while they are experiencing their psychotic episode is reach over and touch that X card.

And we are going to be told we are really bad people for not accommodating that because this a thing.

And then we're going to be told that not only it is a thing, but that we actually have repressed memories where this was happening at our tables, and we just need to struggle to recover them.
 

Hmm random comments

The pizza ordering comment is Bull. Even back in 80s people who had food concerns generally brought their own, or got us on schedule where we made allowances. I have too many teeth marks on my squire chain gathered because cooks HAD to prep around 10+ food allegories. Now days bring your own food. I take that back, back in the 70s the old farts and sickly people brought their own dishes to the family gathering. Now I am old fart and have to cook around my spouse’s issues.

X Card I had no problems with this at cons. You don’t know who you going to sit. I triggered a person even before I got to the x card speech. I have a bag of zombie figures which I give away as minis at cons. Poor kid threw up in the garbage can and then dash to the bathroom. I swapped out his mini with a zombie and he was comfortable with the rest of the group using their zombies. I did run other tables at the con and no one used the card.

However the X Card at the local open table. We DMS have agreed to keep everything between PG and PG-13 and keep our players in line. We also tell people to talk with us if we are getting into a no go area. We want open communication from the involved player not the bystanders. I lost two players at my table. One I trashed talk the Air Force vet since I was an Army bet. Second a bystander was not happy with how a treated a couple. One who was transitioning.

StacieGMGirl bravo bravo You summed up my problems with Consent in Gaming doc.

Lanefan does bring up the problem with the wording around the X card. To be snarky how the beep do I as DM know that Lanefan is objecting to the spiders I describing or the off-hand comment I made about his sucky sports team. Maybe the wording around the x card needs to state something to the effect. “Touch the x card and give the dm a clue about what bother you.”



Players with major issues In my xp come in three types. 1. People getting professional help. I had 3 in my homebrew over the years. One just forgave me when I step on the landmine topic. The other two got the message across to avoid those landmines. 2. Those who need help and were jerks because they needed help. One got help and was understanding if I threw out the verbal landmine. The others, I quit playing with and it did filter back to me they needed help. 3. Have issues, using the issue to be a jerk. I was jerk to this person thinking they were just a jerk. When I discover they had issues I was still a jerk because they not only been an beeping jerk at the house, they had damage my other personal hobby equipment and used their issue not to pay for the repair.
 



Yet some people** find it necessary to crud up this discussion; in fact, many of these are the same tired points that were gone through last time before the last thread had to close.

I cannot speak to particular people. But, there's some things known about human behavior.

When we start talking about making changes in social arrangements or behavior (like, say, using an X-card when we didn't do so before), we run into a basic implication: Doing something like this is better than what we used to do.

Which means, quite simply, that we were doing something that wasn't very good before. Perhaps, we were actually doing something bad. So, now folks have a choice - push back and make it completely, utterly clear that there's nothing wrong with what we were doing, or face the possibility that they may bear some responsibility for things that weren't good.

And... lots of folks take the route of getting angry and pushing back, rather than the route of introspection, acceptance of responsibility, and adjustment of behavior. This is primarily an emotional reaction, not a rational one - so the response is not terribly well-vetted for logical content - this leads to the repetition you see.
 

I don't mind most marine animals, but sea lions? I can do without sea lions.

It’s difficult to have a good faith discussion these days. I’m only vaguely familiar with the concept of sea lion thing. If you want to accuse me of acting in bad faith please have enough faith to speak plainly rather than hide behind euphemisms.
 

Related Articles

Remove ads

Remove ads

Top