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


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I appreciate your response (especially having just read Panda-s1's). You point out yourself however that gaming are not therapy sessions, ergo at what point does implementing tools related to therapy sessions become excessive. I am a social worker with 5 years experience and play regularly with a diverse group of people (Aspergers/ young children/ elderly/ troubled youth) and at no point was a X card needed for said individuals because whilst they had issues of their own (some horrendous) they have developed coping techniques to at least a RP setting. At a certain point the question must be asked of who exactly do you think are sitting at your tables and if it so severe they need an X card is it kinder to inform them the reality that the game may just be too problematic for them?

Well, this is assuming the whole game will be too much? That's an unfair assumption. You're making it sound like people who need to tap an X card over an issue can't differentiate reality from fiction, and maybe shouldn't be playing? Not very welcoming.
 

y'know I'm pretty sure inter-party romance has always been one of those things you'd have to talk to the GM about and then discuss with the rest of the party,
Sorry, but if I bring this quote (above) to our weekend games and read it out I know full well it'll be met with a mix of incredulity and (probably) laughter.

PC-PC romance is every bit as much a part of the game as PC-PC rivalry - it all comes under the heading of "what would the character do".

and honestly any GM who agrees to help one player without discussing with the entire party sounds skeevy as hell, and if someone does this in a public game I'd be appalled at any GM who doesn't just flat out stop it unless the game description explicitly said inter-party romance was okay.
And I'd be just as appalled at a GM who smacked it down; and I'd happily start the argument that would immediately follow.

also are you honestly telling me you've never run into the issue of having to stop something in story and rewinding to do something over again? really? is it that arduous to stop a scene and move on? (now I'm imagining a GM tapping the x-button in response to a player tapping it lmao)
Well, I suppose the X-card is technically there for the GM too; if the players veer into sketchy territory on their own.

Hmmmm...though it corrupts the intent, I wonder if I could use a similar table mechanic to shut down out-of-game chatter?

did the GM just do nothing? that player might've wanted to discuss something but was afraid to bring it up, and yes I do believe as GM it's your responsibility to bring these discussions up.
I was the GM; and I didn't feel like kicking the puppy any more than anyone else did. The person also had problems out-of-game and that was a morass into which I really didn't want to tread.

the latter situation is best handled by telling that player they're no longer welcome if they keep bringing up their prejudices. like honestly, I thought we were supposed to avoid disrupting the game, but I guess it's okay if the results are invoking rage and not trying to respect someone's spaces.
Heh - ironically enough, given the other trend of this discussion, my own experience with this came through having my PC try to start a PC-PC romance (straight in-character - my PC was female - but two male players at the table); it brought out some real under-the-surface anti-gay sentiments from the other player, thus painting a target which I was all too happy to keep on shootin' at. :)
 

Well, this is assuming the whole game will be too much? That's an unfair assumption. You're making it sound like people who need to tap an X card over an issue can't differentiate reality from fiction, and maybe shouldn't be playing? Not very welcoming.

But isn't the entire topic of "Bleed" about the difficulty players have emotionally separating fiction from reality, and isn't that why it was connected (unfortunately in my opinion) to the topic of "consent" in the first place?

Did you understand what this topic was about? I'm not making it sound like people can't differentiate reality from fiction. The people advocating for the X card are suggesting that one of the primary reasons for it is an inability to separate reality from fiction. Isn't that what the whole phobia argument is about?
 

Well, this is assuming the whole game will be too much? That's an unfair assumption. You're making it sound like people who need to tap an X card over an issue can't differentiate reality from fiction, and maybe shouldn't be playing? Not very welcoming.

I get your position on this and I wholly respect you are coming from a direction of trying to make everyone happy and get people involved; I just think it must be considered that there is likely a lot more issues with someone who is not able to self-regulate at a certain level. And I am taking this angle from a social worker perspective; YES we 100% have to overcome a persons barrier and adapt where we can to help participation BUT we have a duty of care to consider their limits as well and therefore we make experience for people that are truly person centred.
 

I find it hard to take your argument seriously when you are trying to tackle the matter so globally; if nothing else I have the common sense to state what has formed my views so you may retort to my position. What is it that you possess that makes every point of view you have right? omniscient?


In one post you have decided to brush all my opinions worth and branded me a bigot. Ironic. You truly are a bastion of empathy.
yo dog, the majority of that post was not for you. only the last part where I actually quoted you. I never branded you a bigot.
 

Are we talking about actually stabbing people then if we are getting away from analogy and metaphors?

Well, at least that would be an interesting topic.

Is fictionally stabbing something an analogy for stabbing or a metaphor for stabbing, or is the sort of unreality that it has a completely different thing than analogy?
 



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