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

Hang on a tick though. Context is important. Someone touching the X card isn't doing it just because he's feeling a bit off. This is something that is seriously impacting that person.

And it's not replacing conversation. It's replacing conversation in the heat of the moment when someone's feelings are really high and a conversation is probably the last thing they want to have right now because they're two steps away from vomiting on your shoes due to an impending panic attack.

So, we skip this scene now. Move on. And, maybe later, when we're not in the middle of a game with five or six people sitting around, some of whom that person may not know very well, maybe then try to have a conversation.

But, in the middle of a con with ten thousand people around is perhaps not the best venue to try to have a real heart felt conversation with someone.

No one is saying you can NEVER ask. What's being said is you don't ask RIGHT NOW.

Hmm... I agree... somewhat. It does, of course, depend on the context. For example, it's patently obvious what may be upsetting someone in a horror game. And, at a con, I suppose the 'X Card' is a decent way of postponing someone's panic attack.

As for home games, I think you should make an effort to learn what the players dislike in a game.
 

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So in your once monthly meet up for a D&D campaign, your players are psyched up to progress the story; some have booked time off work or sacrificed another event/ occasion for this night. You left on a cliff hangar due to time restraints last session; you get 3 minutes in and the big reveal begins and 1 players taps x.
...
...
...
Well that's all folks pack your stuff up. I guess we have a few beers now or maybe play MTG. What? SHUT UP MIKE!!! Don't ask him why!? You awful person! Nobody cares that you missed out on a £50 shift enhancement! What if he taps X again to the next revised session? Well you will have to miss out on another £50 won't you Mike.

You know what fellows, do as you will.

I dunno. My friends, or people I consider friends, are a trifle more supportive when a friend is obviously in distress. Guess being a fully paid up human being is more difficult that it appears.
 

The problem here is that what you're suggesting is that asking the player, even once, why something is bothering them, is equivalent to harassment. Of course, most of us, as DMs, are not going to force a player to explain what's bothering them (I certainly wouldn't), but, can we not even ask them once?

Replacing conversation and even a simple inquiry with an 'X card' seems thoroughly inhuman to me, the opposite of what is intended.

I think asking ‘do you want to talk about it?’ would be ok, but that’s it. And doing it in the middle of a session? No.
 

Hang on a tick though. Context is important. Someone touching the X card isn't doing it just because he's feeling a bit off. This is something that is seriously impacting that person.

And it's not replacing conversation. It's replacing conversation in the heat of the moment when someone's feelings are really high and a conversation is probably the last thing they want to have right now because they're two steps away from vomiting on your shoes due to an impending panic attack.

So, we skip this scene now. Move on. And, maybe later, when we're not in the middle of a game with five or six people sitting around, some of whom that person may not know very well, maybe then try to have a conversation.

But, in the middle of a con with ten thousand people around is perhaps not the best venue to try to have a real heart felt conversation with someone.

No one is saying you can NEVER ask. What's being said is you don't ask RIGHT NOW.

I will accept the X card having benefits in a convention environment where you might have a group of people you do not know and some new players with a number of potential mental health problems or disabilities. And I suppose in the context of a convention you are going off a adventure handbook so simple adaptions to scenarios can be made. So fair play, all up for a X card in a convention environment.
 

Oh goody I found some Con notes. I got this from the organizers about the x-card. I am just posting what I think is important to the discussion.
"........ The idea is that the player flashes the x-card to the DM, and the DM can quickly understand this is making the player uncomfortable and change what is going on. You might have to ask a question or two to understand what is going on, but you can shift the encounter to something less problematic for that player........"
 

I dunno. My friends, or people I consider friends, are a trifle more supportive when a friend is obviously in distress. Guess being a fully paid up human being is more difficult that it appears.
Don't you just love how all of our arguments here on ENWorld end when someone insults the humanity of another poster, or assaults their character?
 

I dunno. My friends, or people I consider friends, are a trifle more supportive when a friend is obviously in distress. Guess being a fully paid up human being is more difficult that it appears.

As friends we would all talk it out as we would want to fully support our friend and historically our friends have talked about it and benefitted from it. I guess as just a human being I like to support my friends with humanity and not some new model set up by a corporation.
 

Fundamentally, I think, the X Card is perfect for a convention situation. But, if you're playing in a convention, it's your responsibility to leave the table, and not ruin an experience that other people may have paid for.

I, of course, want to support people, but, you have to consider this logically.
 

What is the idea, after all?

[Convention DM]: The horrible, lurching abominations drool as they lick the bones of your Dwarf friend clean.

[Player]: Raises X Card

[Convention DM]: Okay everyone, session's over. Pack up, and remember, you're not getting the 50 euro refund that you should.
 


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