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

I was of course posing a general rather than specific instance. It is up to the player/person to decide upon the extremes of such and as warranted, which includes them making their own responsible decisions and personal assessment regarding forthcoming actions in relation to their thoughts and in concert with the responsibility of the shared contract.
okay, I guess I misunderstood what you were trying to get at. it doesn't help that people are trying to push that the other players are the real victim if someone uses the x-card (when in reality most players at a con game are there to just have fun and not take things seriously) and not as openly admitting they feel that their own fun might be diminished.

it also seems like for some people here the existence of the x-card means a player leaving due to a bad experience is somehow off the table. I feel pretty certain if a DM can't accommodate a player in the end that player might leave in good faith instead. I don't have much experience with this myself, but people with such issues, myself included, are usually used to that sort of thing.
 

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okay, you know someone's gone completely off the rails when their tone of voice reminds you of Bubble Bass from goddamn Spongebob SquarePants.

I think this reveals a lot more about what is going on in your head than what is going on in mine.

There are an awful lot of people in this thread assuring me that while they are being jerks it is only for a good cause.
 

Aw well. I tried to get folks to actually engage specifics instead of hypotheticals. I did actually try.

But unfortunately it’s easier to win arguments when you don’t ever bother actually discussing the issue but constantly derail.

Heck @Celebrim’s example of the player who had just lost his father. How would that have played out any differently had the player used an X-card? It would get exactly the same result.

But of course folks are going to argue that too.

Yeah. Time for me to unwatch the thread. Just too depressing.
 

Aw well. I tried to get folks to actually engage specifics instead of hypotheticals. I did actually try.

But unfortunately it’s easier to win arguments when you don’t ever bother actually discussing the issue but constantly derail.

Heck @Celebrim’s example of the player who had just lost his father. How would that have played out any differently had the player used an X-card? It would get exactly the same result.

But of course folks are going to argue that too.

Yeah. Time for me to unwatch the thread. Just too depressing.
man, it's probably best to ignore the concern trolls. not everyone here is going to agree with us, but it was never really worth giving any attention to those who actually have no interest in an actual discussion.
 


Are you trying to argue my point for me?

If it gets the same result, then what’s the problem with the X card? Why not have both options? The player could volunteer the information if he or she wanted or the player may not. Either way the problem is resolved.

What’s wrong with adding more tools to the box?
 

If it gets the same result, then what’s the problem with the X card?

If it gets the same result, then why do you need an X card?

What’s wrong with adding more tools to the box?

Well, for one thing, if they aren't useful, they are clutter, physically, emotionally, and mentally. For another, I think that they discourage verbal communication.

For the rest, you'll have to review the argument I've been developing over the entire course of the thread, namely, that no only do they not serve a useful purpose, but they are likely to serve a bad one.
 

Why do we need to encourage verbal communication? What if the person just doesn't want to talk, or, perhaps, is emotional enough, that verbalizing is more difficult?

IOW, why are you forcing every person who might be having issues to conform to your level of comfort and your personal need for verbal interaction? If I have two methods with which people can communicate to me that they are in distress, that's better than one method.

Or, to put it another way, did you actually need to know that your player's father had passed away recently? Or would it have been good enough for the player to just say, "Hey, you mind if we don't play through this?" And, if "Hey, you mind if we don't play through this" is good enough, then touching a card is as well.
 



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