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 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?"
"..."

“Our life is what our thoughts make it.”

― Marcus Aurelius, Meditations
 

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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.
idk people seem intent on ignoring me when I question the idea of "not using the x-card for the sake of the other players". what a way to make your point seem selfless! even though your average player might not actually care either way. the most I've gotten is "but I always get players like that!", but no one wants to admit this point is an edge case at best and not really a good argument against the x-card.
 


Is there academic studies on the use of x card? Is there unbiased quantative or qualitative surveys? From what I know the answer is no.
are there academic studies of whether or not D&D will harm your brain? are there unbiased surveys? man, even if there are I'm fairly certain you haven't read any, and even if you did they didn't lead to your decision to play D&D. same with the x-card.

"but I play D&D and know it's not bad!" exactly.
 

"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?"
"..."

Hussar's solution for his example drug situation x-card tapping was to advance to the next scene regardless of variations in context, I was saying that the appropriateness of advancing to the next scene or cutting short the description and continuing the scene are context dependent.

This is taking as a given the good faith of the tapper and the DM and the rest of the party.
 

are there academic studies of whether or not D&D will harm your brain? are there unbiased surveys? man, even if there are I'm fairly certain you haven't read any, and even if you did they didn't lead to your decision to play D&D. same with the x-card.

Yeah fair point, it has been quite a while since I have bothered to look into academic research; a lot could happen in 3 years. Way too busy to be keeping up with all that.
 

Hussar's solution for his example drug situation x-card tapping was to advance to the next scene regardless of variations in context, I was saying that the appropriateness of advancing to the next scene or cutting short the description and continuing the scene are context dependent.

This is taking as a given the good faith of the tapper and the DM and the rest of the party.
okay fair. but I am tired of people steering the conversation toward "the other players" as if all players are going to be upset that the game changed at all. like I am very tempted to photoshop the meme of Helen Lovejoy to say "Won't somebody please think of the [players]?!" but I'm pretty sure replying with memes is frowned upon.

for once I would like to see someone simply say they'd be upset they didn't get to run the game as planned because someone tapped the x-card apropos of nothing other than their own feelings.
 

for once I would like to see someone simply say they'd be upset they didn't get to run the game as planned because someone tapped the x-card apropos of nothing other than their own feelings.

Oh yeah there is definitely that as well, I can imagine myself getting pretty annoyed if I'd spent about 4-5 hours planning a custom campaign during a week for perhaps a portion of it not going as I had intended if I felt like the others would enjoy it. When I talked about everyone I meant everyone. If one person can "bleed" then everyone can "bleed". I mean sure you could argue the GM should be more than willing to adapt on the fly as they have a duty of care; but again lets be real here for a second, its would only be human for the GM or other players who wanted the original raw version of a session to feel frustrated if things went as far as major adaptions to the session.
 

In light of the possibility of this thread being closed, I thought I'd add why I wrote the article. It pivots on three points:
  1. The game industry is changing in both how the game is played (the level of possible immersion) and the players who are playing it (new players who come from very different experiences with their own traumas).
  2. We've swung from RPGs being a highly tactical, strategic game to voice actors acting out their characters in video streams, which makes the topic of bleed all the more relevant. It is entirely possible to play RPGs without experiencing much bleed, but acknowledgement that it exists is an important part of understanding how other players (who may not play like existing players) interact with the game.
  3. Putting 1 and 2 together, these new players experience RPGs differently than established players. Tools like the x-card are attempts to renegotiate the assumed social contracts that were established when you just played D&D with friends. The fact that they're your friends means the social contracts have already been set down. X-cards are most certainly for new players in new settings with people they don't know -- conventions are a possible example, but not the only one. You can now just run a meet-up and find a bunch of players you've never met before. We're both more social and more uncertain in our interpersonal interactions than ever before.
If you do not believe in bleed -- that your real life experiences can affect your in-game play and vice-versa -- x-cards won't make much sense. If you do not acknowledge that an influx of new players with new experiences -- some of them traumatic and different from our own -- are joining tabletop gaming, you probably don't see a need for x-cards. And if you lived through the Satanic Panic as I did, the very discussion of bleed feels like a concession to so many detractors who were coming after us because "evil is as evil does."

We've swung from RPGs being a fun, harmless experience to one that can be deeply engaging -- even traumatic -- for some. As I think this very long thread has demonstrated, it can be both.
 

In light of the possibility of this thread being closed, I thought I'd add why I wrote the article.

Since no one has been more critical than me, I feel you are owed an explanation.

First of all, I think these are important topics, but that your journalistic style while appropriate in some contexts does you no favor in this case. The distance that it puts you from the topic is off-putting given the relative informality of the setting. Secondly, I don't think anyone* wanted to discuss the topics, with the possible exception of myself. You were derailed as soon as you brought 'Consent in Gaming' into the topic, complicating what would have already been a complex discussion. I think you would have been better off sticking to what is (IMO) being unfortunately labeled as "bleed" and not complicating the topic with issues of "consent" that are not closely related, much less referring to the "Consent in Gaming" document.

The game industry is changing in both how the game is played (the level of possible immersion) and the players who are playing it (new players who come from very different experiences with their own traumas).

No it isn't. At the risk of being that guy shaking the cane going, "You kids get off my lawn", the trouble with young gamers is that they really lack perspective. The level of immersion I was putting into games in the early 90's back when I had time for it because I didn't have a family, a career, a spouse, and other adult responsibilities makes what I do now seem like kid's stuff. And there is nothing new under the sun here. This generation didn't invent the LARP or the dramatic RPG. I know for a fact that the same sort of stuff existed as far back as at least 1983 when I was too young to experience it, and that this isn't the first generation with black gamers, or female gamers, or gamers with diverse sexual habits. We got there a good 30 years before you.

There is nothing new about "bleed". I wrote a paper on the topic for my Communication class in college. I didn't call it "bleed" then, and I don't think I've kept that paper through all the moves, but this isn't a new topic or a new topic of concern. Again, I know for a fact it goes back to at least 1983, and I remember talking about this with people and them thinking that I was suggesting, by suggesting that it was possible for gaming to be unhealthy, that I was suggesting it was unhealthy and I was some sort of B.A.D.D. actor.

Again, we weren't all just doing glorified war gaming 30 or 40 years ago, so don't try to tell me that the kids are experiencing things differently than the established players.

This thread has nothing to do with what I think of "bleed" because no one has been willing to discuss it. I have 4000 words of a partial essay sitting on my home computer as to what I do actually think of "bleed", and maybe in between all my other work and writing I'll finish that and start what I hope won't be as dysfunctional of a thread as this one by starting in a much less provocative place than you did.

We've swung from RPGs being a fun, harmless experience to one that can be deeply engaging -- even traumatic -- for some. As I think this very long thread has demonstrated, it can be both.

This isn't a change.

*And by 'anyone' I mean the people complaining about 'sea lions' and that the people who disagreed with them didn't really want to have a discussion were the ones that least wanted to have a discussion, because by 'discussion' they meant 'I only want to hear from people who affirm and validate what I've already chosen to believe'.
 
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