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.

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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.
 

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Michael Tresca

Michael Tresca

But in general, I think I've hinted around enough that I think that the desired upshot is to make gaming more unsafe and not less.
haha.
Still working on a way to express that in ways that won't lock the thread or cause you to claim I'm being "silly" without actually stopping to think about it.

First of all, I don't owe you are response. And secondly, I can protect my own tables just fine, but in general I do believe that there are groups trying to ruin gaming forever, just as there are some that believe any pushback is solely from people who want to keep gaming ruined forever. I mean, surely you've noticed that some are suggesting that gaming is presently and historically pervasively toxic, and that this is essential to reforming that toxic culture? So which is sillier?
[...]
But one thing I'm sure of, I don't trust our newly self-appointed Moral Betters.
see this is why it's hard to take your argument seriously. everyone else is talking about how this affects them locally, or how this might affect their own game. there's even some discussion of the broader issues this system might cause. but so far you're the only person implying there's an ulterior motive to this argument, that somehow people are actually trying to make gaming less safe. what? no one arguing in favor of the x-cards is saying there's a conspiracy to make gamers feel uncomfortable all the time, unless you're conflating that with people saying gaming culture up until recently has been toxic, but it's hard to call that a conspiracy when there's a long history of stories about harassment and worse in gaming communities.

considering some of the things already said in this thread, the only things I can think of that could possibly lock this thread at this point is either 1) something angry against the mods or this website or 2) you honestly and unabashedly believe in some pretty horrid or bigoted stuff that informs your argument, which again does not help your case in my book.

For some of the younger players they had never even considered certain concepts that were presented and afterwards we had a discussion; a good number of these players went on to thank me in some various way in the future for these talks and sessions a few have stated they view me as a mentor.

Because life is harsh, cruel and will come at you from the left field and turn what you know upside down; there is no X card. At times you have to face your dragon, so why not begin facing that dragon in game labelled as such?
yeah, hello? the x-card is not for these young players who "had never even considered certain concepts". the x-card is for players who have considered certain disturbing concepts in a very intense manner that they may not want to revisit when they sit down to enjoy a game for the next few hours. they've already had life come at them from left field and turned what they knew upside down, and you can bet there was no x-card. they faced a dragon, and it definitely wasn't in game.

maybe you're cool for helping these young players out, but you're never a hero for making someone have a panic attack.
 

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Because while its just a game, there are lessons to be learn't from the experience of gaming which could actually have long term benefits for a very short term amount of discomfort. I help run a club (literally called Nerd club) and I have ran sessions that have been intense emotionally (NPC's dying who were loved/ surprise attacks when people think they are in a safe space such as a town/ betrayal in general). For some of the younger players they had never even considered certain concepts that were presented and afterwards we had a discussion; a good number of these players went on to thank me in some various way in the future for these talks and sessions a few have stated they view me as a mentor.

Because life is harsh, cruel and will come at you from the left field and turn what you know upside down; there is no X card. At times you have to face your dragon, so why not begin facing that dragon in game labelled as such?

Because the X card is for extreme reactions, where the player might shut down or have to escape. Because, while I fully agree gaming can have psychological benefits and personally has helped me feel more confident, they are not therapy sessions. RPGs are games and entertainment.

Life does throw nastiness at us. What has that got to do with giving someone a break at the table? If someone has a broken leg, we don't tell them to shake it off. We need to give the same consideration for emotional injuries as well. It's not coddling. That person may be struggling daily to overcome a challenge. We need to trust that people know when things get too painful, and show some basic courtesy and compassion.
 

2. The response I received to this ("By posting on a forum like ENWorld we're all invited to participate in the discussion") happens to exactly match the last panel of the fairly famous comic .... the first panel of which I quoted earlier.

Yeah but that panel the sea lion has invaded the woman's bedroom to carry on the discussion, here we are still in the public forum where the contentionous statement was made. It's not like the person is hounding you into other threads or onto facebook?

The other thing that annoys me about that comic is the woman makes effectively a racist statement at the start, "I don't mind most marine mammals. But sea lions? I could do without sea lions." I think if you make a racist statement in a public forum you should be asked to back it up with some evidence, which is what the sea lion in the comic asks for.

Comic for reference #1062; The Terrible Sea Lion
 

I second this. It really happens often that a player is prepared for something in life because they got their feet wet in a game. The world doesnt have a dm to protect you. (No offense to religious folk. Also i think most of you will agree that most of your religions also have examples of a dm (your god) in the game of life who in fact sometimes allows you to be beset by dangers. Perhaps with a purpose but none the less some dangers so this applies to you too. Im not leaving you out. I thought about you too.) In the real world pain hurts. Hearts break. What better place to strengthen than in a place like d&d (provided it fits the style of the dm and group)?
yeah, that's not what people are arguing against. this isn't about preparing people for certain situations, this is about not having people relive past trauma.
 

Yeah but that panel the sea lion has invaded the woman's bedroom to carry on the discussion, here we are still in the public forum where the contentionous statement was made. It's not like the person is hounding you into other threads or onto facebook?

The other thing that annoys me about that comic is the woman makes effectively a racist statement at the start, "I don't mind most marine mammals. But sea lions? I could do without sea lions." I think if you make a racist statement in a public forum you should be asked to back it up with some evidence, which is what the sea lion in the comic asks for.
since you're not going to go digging in a link in the very description of that comic:
#1062; The Terrible Sea Lion
It has been suggested that the couple in this comic, and the woman in particular, are bigots for making a pejorative statement about a species of animal, and then refusing to justify their statements. It has been further suggested that they be read as overly privileged, because they are dressed fancily, have a house, a motor-car, etc. This is, I suppose, a valid read of the comic, if taken as written.

But often, in satire such as this, elements are employed to stand in for other, different objects or concepts. Using animals for this purpose has the effect of allowing the point (which usually is about behavior) to stand unencumbered by the connotations that might be suggested if a person is portrayed in that role — because all people are members of some social group or other, even if said group identity is not germane to the point being made.

Such is the case with this comic. The sea lion character is not meant to represent actual sea lions, or any actual animal. It is meant as a metaphorical stand-in for human beings that display certain behaviors. Since behaviors are the result of choice, I would assert that the woman’s objection to sea lions — which, if the metaphor is understood, is read as actually an objection to human beings who exhibit certain behaviors — is not analogous to a prejudice based on race, species, or other immutable characteristics.

My apologies if the use of a metaphorical sea lion in this strip, rather than a human being making conscious choices about their own behavior, was in any way confusing.

As for their attire: everyone in Wondermark dresses like that.
 

maybe you're cool for helping these young players out, but you're never a hero for making someone have a panic attack

Well...actually yeah. You are. Or at least you are closer than the person who does enable people to rely on trigger warnings. Granted going either way can cause harm. Most working theory in psychology is actually against the idea of trigger warnings being useful. But its not currently popular theory. One of the two areas my academic background is in is psychology. Trigger warnings wont be recommended practice for long. Its fine to use them to make people more comfortable. But actually the bulk of how they are currently used goes directly against science. Exposure therapy in a controlled environment is actually the "HERO" method. Not trigger warnings. They actually tend to make patients worsen in their condition.

Disclaimer. None of this is given as advice in any capacity medical or otherwise. It is merely a statement on the state of current scientific thought and long standing theory. Do not rely on it. I abdicate all responsibility. Your actions are your own.
 

since you're not going to go digging in a link in the very description of that comic:

Which kind of is the point that comic it is a bad metaphor, because it is much easier to see it as about race than behaviour. Also considering the statements that attract response are contentious ones.

So if take out "sealions" as a metaphor what is the woman really saying?

"I don't mind most people, but I could do without people that disagree with me."
 



maybe you're cool for helping these young players out, but you're never a hero for making someone have a panic attack

Well...actually yeah. You are. Or at least you are closer than the person who does enable people to rely on trigger warnings. Granted going either way can cause harm. Most working theory in psychology is actually against the idea of trigger warnings being useful. But its not currently popular theory. One of the two areas my academic background is in is psychology. Trigger warnings wont be recommended practice for long. Its fine to use them to make people more comfortable. But actually the bulk of how they are currently used goes directly against science. Exposure therapy in a controlled environment is actually the "HERO" method. Not trigger warnings. They actually tend to make patients worsen in their condition.

Disclaimer. None of this is given as advice in any capacity medical or otherwise. It is merely a statement on the state of current scientific thought and long standing theory. Do not rely on it. I abdicate all responsibility. Your actions are your own.
...okay, this is the point where I just ignore you entirely. I'm already at contention with dealing with you, but encouraging people to actually harm others, even with supposedly good intentions, is the goddamn line. I will say though your average con GM is not a psychiatric professional and I wouldn't trust them to administer exposure therapy.

as others have said on either side of the argument: con games are not therapy sessions, and it's absolutely bonkers to suggest what's supposed to be a fun session is a reasonable time to cause someone to have a panic attack.
 

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