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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Actually, no, you are wrong. The problem has gone away. If someone else engages in romance with another PC (as in not me) and I don't hit the X card, then, well, it's pretty obvious that it's only when I'm involved in the romance that it's a problem.
That's just it, though - unless you explain your reasons for hitting the X, the other players have no way of knowing what the borders are: you've effectively just chilled all PC-PC romance in that game as the other players (assuming a modicum of sensitivity) aren't going to want to risk offending you.

So, would I still be unwelcome at your table? Just because I don't want to play out romance between PC's, even though it's not a problem if other players engage in it?
I-as-DM would welcome you, though with a serious warning that your lack of desire for your PCs to be romantically involved is likely to lead to some rather merciless treatment at the hands of some of the other players to whom such an attitude just doesn't make sense...and then ask you if you still want to join. :)

Like I said, people are making far more out of this than it needs to be. I mean, heck, if this is romance between two PC's, the DM isn't even involved. It has nothing to do with you or your campaign.
Not sure how you can say this - it's like saying a fight between two hockey players has nothing to do with the referee. Anything that happens in the campaign affects the campaign in some way, even if those events are entirely player-driven.

On the other hand if it's any romance at all, well, then maybe it's time to look for another table if this table sees a lot of romance. But, again, which is more important? Taking romance off the table for this session and then having a conversation later on after things have cooled down, or insisting that romance stay on the table despite knowing that you are making one of the players very uncomfortable and they are hating the experience?
You keep coming back to the idea of later conversations...but what's that going to lead to other than at the next session - or in an email during the week - the DM having to state to the table "Your characters are banned from romantic involvement with Creon (Hussar's PC)". Other PC-PC romances remain in play."

And an even worse situation arises when (hypothetically) a player taps X regarding romance with player A's character but does not tap vs romance with player B's character...yeah, I wouldn't want to have to referee that.
 

"What does not kill me only makes me stronger." XD
"What doesnt kill me makes me stronger". Thats not an anology. Thats a literal observation about many things (though not all) in life. Quite literal and quite accurate.

I still like what you did there even if it didnt work perfectly. It was still funny.
 

And sometimes that implication is just false.

Perhaps. How would you know?

The arguments I see against is seem to be of the forms: 1) "this infringes on MY freedom", 2) theorycraft from people who are not mental health professionals, making claims about what works or doesn't for people who have issues, or 3) people who outright don't want to have to deal with the fact that there are folks in our world who are injured or have problems. While those opinons are interesting, I should hardly take them as conclusive on whether this tool works better than how these thigns were handled (or not handled) in the past.

Meanwhile, the folks who actually have trauma or phobias or similar issues, or folks who run/play games with them, seem to like the thing. They note that it is no panacea, but see it as helpful.

We can think of this as a bit of assistive technology. Like, say, a wheelchair - if you don't use a wheelchair, don't assist someone who is in a wheelchair, and don't have the skills to design or build wheelchairs... how much should anyone listen to your opinion on wheelchairs?

Especially, if your basic argument is "I shouldn't see handicapped parking in lots I park in, because those are spaces I could have used," well, your opinon's probably right out, isn't it?
 


Because the X card is for extreme reactions, where the player might shut down or have to escape.
That's the theory, and at that level it's fine.

But what's the practice?

I've had various players over the years who, were there an X-card on the table, ironclad guaranteed would one or more of:

Not hit the X when they really ought to
Hit the X solely to gain an in-game advantage (e.g. to avoid a PC death)
Hit the X to avoid character discomfort rather than player discomfort (i.e. use the X as a game mechanic)
Hit the X just for laughs, or as part of a joke
Hit the X for no other reason than to get attention (i.e. untriggered but bored and wants the spotlight)
Hit the X to shut down something non-triggering (e.g. out-of-game chatter - this would have been me!)

Given all this, it wouldn't take long before the whole concept lost any practical value. :)
 

Perhaps. How would you know?

The arguments I see against is seem to be of the forms: 1) "this infringes on MY freedom", 2) theorycraft from people who are not mental health professionals, making claims about what works or doesn't for people who have issues, or 3) people who outright don't want to have to deal with the fact that there are folks in our world who are injured or have problems. While those opinons are interesting, I should hardly take them as conclusive on whether this tool works better than how these thigns were handled (or not handled) in the past.

Meanwhile, the folks who actually have trauma or phobias or similar issues, or folks who run/play games with them, seem to like the thing. They note that it is no panacea, but see it as helpful.

We can think of this as a bit of assistive technology. Like, say, a wheelchair - if you don't use a wheelchair, don't assist someone who is in a wheelchair, and don't have the skills to design or build wheelchairs... how much should anyone listen to your opinion on wheelchairs?

Especially, if your basic argument is "I shouldn't see handicapped parking in lots I park in, because those are spaces I could have used," well, your opinon's probably right out, isn't it?
4. People who think the X-card text is BADLY WORDED and needs expansion.
But people ignore this option.
 


4. People who think the X-card text is BADLY WORDED and needs expansion.
But people ignore this option.
Oh believe me, they already have. There is an O card, an N card, and a ? card out there already.
NONONONONONONO! I just mean the text supporting the xcard needs some wor.
O card
N card
? card
oh my. jasper pounds his head against the desk and jumps out the window.
OH. Forgot the wife planted a rose bush under that one.
 

Why? It's like ink or dye that expands beyond its intended space.

Alternatives:
Seepage?
Smudging?
Osmosis?
Diffusion?

Emotional diffusion is fine. Nice clinical word. I'm OK with emotional spillover as well, which is actually how she more or less defined "bleed". But I don't see a point in coining a term for something that is better described as "emotional spillover". There isn't a good reason for that sort of short hand.

And personal preference, if the definition runs to an essay, then I prefer you strict neologism over repurposing words, since your repurposed words will encourage the reader to try to understand your jargon without referencing your technical definition, which will invariably lead to "common sense" definitions at odds with your intended meaning.

I am aware that the intended metaphor is with an ink or dye that blends into an adjacent area. But when you take that metaphor and say is something happening to a person, then that person bleeds. And I don't think the idea of a person bleeding, or experiencing bleeding is nice and clinical. It's a powerful metaphor, but maybe really too powerful. And it is negative. Bleeding doesn't sound on the surface like something you want to do, and if the author intends to say that bleeding isn't always negative - which she does - then I think "bleed" is a poor choice of academic jargon.
 

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