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

It needs to be a bit more specific on context than that though to actually judge or discuss meaningfully.

Did the PC just unwillingly take a drug in downtime so skipping forward has no big effect on the story? Did they think it was a combat potion and unwittingly incapacitate themselves in the middle of a fight and you short circuited everyone from the rest of the fight and fast forwarded to a future time later? Did this interrupt an important scene of the con game such as a climax?

Is it the lurid nightmare description that disturbs them or the fact that they were unwillingly drugged? Would you alter how you handled it knowing it was one or the other?

Me? Personally? No, I wouldn't. The player has touched the X-card/indicated that they are distressed by what's going on. I don't care when this is coming up, frankly.

IMO, no scene in a game is more important than that. It just isn't.

Does it actually matter? Are you actually comfortable with the notion that someone's distress is less important than what's going on during a game, to the point where the context will ever matter?

But, no, I wouldn't handle it particularly differently, I don't think. I'd simply skip over the drug part and get on with the next bit of the adventure.
 

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Me? Personally? No, I wouldn't. The player has touched the X-card/indicated that they are distressed by what's going on. I don't care when this is coming up, frankly.

IMO, no scene in a game is more important than that. It just isn't.

Does it actually matter? Are you actually comfortable with the notion that someone's distress is less important than what's going on during a game, to the point where the context will ever matter?

But, no, I wouldn't handle it particularly differently, I don't think. I'd simply skip over the drug part and get on with the next bit of the adventure.
So, I see that you've chosen not respond to my earlier post, and have continued to characterize others as caring more about the game than the emotions and suffering of others. Well played, hypocrite.
 

So, I see that you've chosen not respond to my earlier post, and have continued to characterize others as caring more about the game than the emotions and suffering of others. Well played, hypocrite.

Don't give in to the dark side. Once you give in to the dark side, forever will it dominate your destiny, consume you it will. You will know you are not on the dark side when you are at peace, calm, filled with compassion even for those you must rhetorically battle. Remember, a Jedi's true strength flows not from anger or detachment, but empathy.
 

Don't give in to the dark side. Once you give in to the dark side, forever will it dominate your destiny, consume you it will. You will know you are not on the dark side when you are at peace, calm, filled with compassion even for those you must rhetorically battle. Remember, a Jedi's true strength flows not from anger or detachment, but empathy.
True, very true master Celebrim. I shall spend a few moments meditating on what I have done.
 

Wow, just found this crazy thread. What happened to just killing monsters and taking their treasure? 😉

I think it disappears somewhere between being a theater patron reacting for the first time to Texas Chainsaw Massacre and fleeing home to read Bambi, only to be doubly dissappointed. /sarc
 

Mod note:
People,

Where did you get the idea that calling people misanthropes and hypocrites was acceptable?

It isn't. And no, playful, "I will meditate on what I have done," does not show any actual regret or recognition that what you did was not appropriate.

Let us remember that this is a discussion about a completely optional tool. I don't care which side you are on - if you stoop to name-calling and personal attacks in this context, you are demonstrating that you care more about winning an argument then about the people you are dealing with in the moment, and that's not cool, and unfortunately ironic in this context.

This thread seems to be displaying mostly head-butting behavior, with sides dug in, and little actual exchange of ideas at this time. That means it is apt to be closed soon, just so you are aware.
 

Me? Personally? No, I wouldn't. The player has touched the X-card/indicated that they are distressed by what's going on. I don't care when this is coming up, frankly.

IMO, no scene in a game is more important than that. It just isn't.

Does it actually matter? Are you actually comfortable with the notion that someone's distress is less important than what's going on during a game, to the point where the context will ever matter?

But, no, I wouldn't handle it particularly differently, I don't think. I'd simply skip over the drug part and get on with the next bit of the adventure.

But it seems the context matters for what the tapper wants you to do.

For example if they were disturbed by the lurid nightmare description and not the incapacitation it can change what they want. If it was in, say, a fight where they unwittingly thought they were drinking a potion they could have just wanted you to stop grinding on their shark phobia instead of ending the fight for everybody.
 

Don't give in to the dark side. Once you give in to the dark side, forever will it dominate your destiny, consume you it will. You will know you are not on the dark side when you are at peace, calm, filled with compassion even for those you must rhetorically battle. Remember, a Jedi's true strength flows not from anger or detachment, but empathy.
Shut up green puppet or at least let your pappy wand get a paper route to buy his mummy out of slavery from that blue flying thingy. :)
 

@Gradine: No footnotes. The document doesn't have footnotes.

Besides, I was too long in and around academia for that sort of argument from authority to carry much weight with me. I know how the sausage gets made. It's bad enough in the hard sciences, and it's even worse in the soft studies.

I can't think of a worse way to represent our hobby to the general public than saying it is something that requires "aftercare" or giving bullet points like "The default for consent is "No"" that divorced from context could easily be a tract about sexual assault. Remember the occult scare happened in large part because of the careless inclusion of a lot of unnecessarily provocative art and names derived from real world esoteric/occult religious practice. In short, it wierded people out. The vast majority of the public, especially the ones with children, do not think it is "cool" when the game is associated with pornography (see the community's falling in and out of love with ZacS), and are likely to interpret documents like this very very differently than you are. They are going to go with their gut, and there gut is not going to say, "Oh this makes me feel safe. This makes me feel like this is an activity where my daughter will be safe."

So even from the perspective of "inclusivity" this is going to fail.
 
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ending the fight for everybody.
"but what if they do it to end the fight and not die?"
"you don't have to end the fight"
"but what about the other players? they'll never be okay with this!"
"I think most players are fine if the game changes"
"but what if they do it to end the the fight and not die?"
"..."
 

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