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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 I did not give you their names, addresses, bank account numbers, or pc names. So, how would you know the person tapping the x card is a bad actor. (Insert evil Vincent Price laugh)

Which is going to make it hard to enforce if they actually pull it off. That doesn't exactly make their behavior non-disruptive or positive. It just makes them asshats who got away with it.
 

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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.
Or so the theory goes.

The practice? Well, when someone hits the X in the middle of what would otherwise be a typical run of play for that group, who knows whether it's due to a legitimate and serious issue with proceedings or "just because he's feeling a bit off"? We can't ask at the time, and while asking later might get some useful info it still doesn't sort anything out at the time so play can continue.

Or - and I say this because sometimes I'm a cynical SOB - in your Timus Currius example from earlier, who's to say the X wasn't hit as a metagame means of getting past what otherwise looked like an unwinnable combat?
 

Or - and I say this because sometimes I'm a cynical SOB - in your Timus Currius example from earlier, who's to say the X wasn't hit as a metagame means of getting past what otherwise looked like an unwinnable combat?
why would you need to stop combat entirely just because someone hit the x-button? really?

why is this hypothetical player just an issue in of themself? how is this any different than the player leaving the table in frustration? or making an obvious attempt at cheating? would they really hit the x-button if they knew you would stop the entire game because of it?
 

And you really don't see how that, in this example, you're the problem?

It completely depends on the context of the situation. If I have to trade the session enjoyment of an entire table of con-goers, at the cost of an irreversible and huge change in session content, for the session enjoyment of a single player, then, no, I don't see how I'm part of the problem.

I don't think you should trivialize situations like this, simplifying them to a base root that isn't applicable to all situations.

As I said above, it varies. Things tend to be a bit more complex than they seem.
 


And if a player is somehow naive enough not to see that coming, you change the surprise climax spider into a surprise climax octopus/bear/bunny rabbit, so that you can continue your game. Trust me, it won’t be the end of the world. Everyone will still have fun, everyone will laugh about it later.
Despite what you believe, it isn't always this easy. Not everyone's games run this way. Please stop assuming that your playgroup is supreme.

Actually, I agree with you on many points. I don't really see what the argument is here.

I think that the X card is not a good way to make people feel comfortable at the table.

Otherwise, I mostly agree with you.
 

If this method of consent and/or X cards proves to be a detriment as they are more widely adopted at cons, then we will adjust, come up with a new strategy, etc. It's a very important step, however, in making the hobby welcoming and a little more aware. Let's give it a try, gather evidence and proceed from there.
Well, that's just it though: does the presence of an X card make the hobby more welcoming to potential players; or does its presence cause those potential players to think "Whoah, what am I getting into here?" and maybe find something else to do instead?

Probably some of both; but you won't often hear from the latter group or even realize they exist.
 

It completely depends on the context of the situation. If I have to trade the session enjoyment of an entire table of con-goers, at the cost of an irreversible and huge change in session content, for the session enjoyment of a single player, then, no, I don't see how I'm part of the problem.
again, why does an alteration automatically mean players aren't going to enjoy it as much? what if the majority of your players decide they don't like what's going on, are you gonna hold out for those one or two players who probably have no problem either way?
 

again, why does an alteration automatically mean players aren't going to enjoy it as much? what if the majority of your players decide they don't like what's going on, are you gonna hold out for those one or two players who probably have no problem either way?
This is a reasonable point. But, as I said earlier, it depends. In my experience, most players would leave a session disappointed if the BBEG was suddenly ret-conned from a spider to an octopus. It depends on your group, your playstyle, and the context of play. You simply can't simplify (ha) things like this.
 

Well, that's just it though: does the presence of an X card make the hobby more welcoming to potential players; or does its presence cause those potential players to think "Whoah, what am I getting into here?" and maybe find something else to do instead?

Probably some of both; but you won't often hear from the latter group or even realize they exist.
I'm pretty sure if your average player saw an index card with an X on it on the table they'd just assume it's another gaming implement lol.

This is a reasonable point. But, as I said earlier, it depends. In my experience, most players would leave a session disappointed if the BBEG was suddenly ret-conned from a spider to an octopus. It depends on your group, your playstyle, and the context of play. You simply can't simplify (ha) things like this.
I honestly find it hard to believe your average con gamer is going to leave the table because the spider became an octopus. I'm pretty sure they'd have a laugh and continue on with the encounter as usual, especially if it's played off as something weird that happened in-game.
 

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