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.

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


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S'mon

Legend
If in fact the document stirring up all this controversy was rooted in the writings of John Locke, and not, as is actually the case, drawing the specifics of its language from practices around sexual consent in BDSM situations and sexual consent in the context of larger social conversation around sexual consent on campuses, affirmative consent, the #metoo movement, and so forth then you might actually have a point. But the title "Consent in Gaming" didn't come out of having just read John Locke's 'Essay concerning Human Understanding'. They are quite obviously treating all consent in gaming in this context as a medical/health issue and quite obviously appropriating language from the larger cultural discussion around sexual consent, not the least of which seems to be because the industry is dealing with sexual harassment and at the same time there are at the same time groups that want to make erotic content a part of their gaming. I protest however that not all issues of gaming together recreational need to be lumped together under this umbrella of "consent". That is to say, people's desire for emotionally and sometimes physically risky play, and predatory and inappropriate behavior at conventions, and the ordinary issues of playing together at a table involve particulars unique to those cases and lumping how we ought to handle them all together doesn't produce more effective solutions - but rather less effective solutions and less effective discussion about those solutions.

I'm not absolutely 100% sure it makes things worse, but it certainly seems risky to me. Especially the 'no talking about it' rule, which probably makes sense in some therapeutic situations, and certainly makes sense in BDSM play, but is a long way from normal social interaction.
 

dragoner

KosmicRPG.com
language from practices around sexual consent in BDSM situations

I have little to no knowledge of that, if that is where your preference lies, nothing wrong with that, except to that the "consent of the governed" is the original that is taken from, not the other way around.
 

S'mon

Legend
I have little to no knowledge of that, if that is where your preference lies, nothing wrong with that, except to that the "consent of the governed" is the original that is taken from, not the other way around.

Not sure why you think that? Do you have a source? AFAICT Celebrim is right that Consent-in-Gaming talk derives mostly from sexual consent policies, not any Lockean Social Contract theory.
 


Celebrim

Legend
I have little to no knowledge of that, if that is where your preference lies, nothing wrong with that, except to that the "consent of the governed" is the original that is taken from, not the other way around.

Perhaps the problem here is that you haven't actually read any excerpts from the document that has provoked all this furor. When you are better informed of the context, then you will be better prepared to engage with the topic.
 

dragoner

KosmicRPG.com
Not sure why you think that? Do you have a source? AFAICT Celebrim is right that Consent-in-Gaming talk derives mostly from sexual consent policies, not any Lockean Social Contract theory.

It is the logical source:

We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness.--That to secure these rights, Governments are instituted among Men, deriving their just powers from the consent of the governed ...
 

dragoner

KosmicRPG.com
Perhaps the problem here is that you haven't actually read any excerpts from the document that has provoked all this furor. When you are better informed of the context, then you will be better prepared to engage with the topic.

I don't think you know where it originally was written, and why Americans are big on the issue of consent, which is fine, except I am just educating you on the fact. It predates some lurid bondage sex thing by hundreds of years, so obviously one is the logical source for the other, and you can't argue against one philosophically, without arguing against the original.
 

Panda-s1

Scruffy and Determined
@Umbran
Let your imagination run wild, but ask yourself, how do half-orcs come into existence? For me the answer is pretty obvious, since Grunge doesn´t look nor behave like Romeo (at least in my small world of understanding RPGs).
they come from loving families? what answer is "pretty obvious"? also last I checked Bran the (human) fighter might have a Cha of 9 and an odor that'd make an orc blush, but his player might still expect to find someone to spend the night with at the local tavern.

tell me, in a fantasy setting how do humans come into existence? what's the obvious answer?

But just take those covers from the Weird Tales magazines. Nowadays no serious publisher would dare to have them nowadays for good reasons. But it was part of the past and basically nobody took offense in them. Like said nowadays? No way and that is good.
you know that for a fact? I'm pretty sure what actually happened is some people actually took offense to them and tried to make them not the norm over time.

The problem I intended to point out (and horribly lost) is, that in the times we are living in, a basically "innocent" concept of gaming (and please no discussion about racism against the goblinoid races) is getting dragged into the "normal" life, where everything has to be tailored/reevaluated/considered if it might hurt somebodies feelings.
or maybe people are starting to question what is and isn't "obvious" and what actually makes sense in a fantasy setting. people don't shy away from all orcs being evil because they're "offended', it's because they know that idea is based in some weird ideology that turns out is not actually true.

And I wholeheartedly disagree to use that so-called x-card. If you run your adventures in a halfway civilized manner leaving out those disgusting elements of real life (and yes I am a big fan of large scale combat scenes aka Conan against the beastman), then my subjective experience is, that you won´t run into the problems mentioned.
so you don't have half-orcs in your games? I thought they have an "obvious" origin based on some disgusting element of real life.

I agree with your comments about the ciggy/bathroom leave, for being a possibility to leave the darkness imposed by the portrayed situation. But one thing I always do is to recap a session, and may it be two weeks later for the next one, and ask my players about their impressions. Sometimes short, sometimes it eats up a lot of gaming time, but in the end it pays out - feedback.
not everyone is going to give honest or full feedback. or maybe they have and they felt that you were dismissive about it. you may not have thought that way, but they might have. or they don't want to bring it up lest they be seen as not "fun" and unable to handle certain themes and subjects other people are okay with. also, it might not be you necessarily; their experience bringing up objections with other people may inform them on how you might react to that sort of discussion.

hell I've been in that situation before myself, something happened to my character that I was pretty uncomfortable with. the DM was (and still is) a good friend of mine, but when I finally brought it up sometime later I was met with skepticism, and was making him responsible for making me feel uncomfortable. like okay, clearly other people may be okay with what happened, but I'm myself, and at the end of the day he decides what happens in the game he runs; I can change how my character handles a situation, but as a player I can't say "this situation doesn't happen".

And one thing I ask myself as an old grumpy guy: Why are people always feeling to have the need to carry their cross in front of them and let others feel sorry on occasions that are supposed to be fun? I feel bad about people suffering from the hands of others, I hate injustice and I hate violence against weak beings of all kinds. But when you run your games in a halfway decent manner and avoid certain things, than it is still a leisure time for everybody.
what is a "leisure time" for you might not be great for others? I for one hate insects. I can't stand them. if I had to fight them in something like D&D I might be okay, but if the GM decided to make the experience visceral or tried to use visual aids it might make me very uncomfortable.

on the other hand I'm okay with spiders. like sometimes they're creepy, but generally speaking I think they're fine, and I personally find it ridiculous that a lot of people have this inherent fear of spiders. that being said, if someone in my party was genuinely afraid of spiders and having them in the game was an issue I'd probably find a way around that. and really, if I can't find a way to remove spiders from my campaign am I really a good GM?

Sometimes reading World of Darkness is really annoying when they show their own point of view, their prejudices, when they want to teach about History but they forget a lot of facts, of preaching about tolerance and respect but they forget to defend the respect of human dignity.
???? what?
This "Consent in Gaming" exercise is just one of several ways to show kindness, respect, and consideration to one's friends. It's a very strange thing to be opposed to.
but something something my very important campaign story that is somehow immutable. also I have An Opinion™ about something and I made it part of the story but it might offend people but it needs to be said (spoiler: the opinion is "actually orcs are evil and here is why")

I'm not absolutely 100% sure it makes things worse, but it certainly seems risky to me. Especially the 'no talking about it' rule, which probably makes sense in some therapeutic situations, and certainly makes sense in BDSM play, but is a long way from normal social interaction.
....ooookay, last I checked people get uncomfortable if you talk about sexual things a lot during normal social interaction. I should know, irl I've been told to tone it down many times before. also pretty sure the same applies for bodily functions, and apparently discussing the nature of consent in an RPG setting.
 

Celebrim

Legend
It is the logical source:

We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness.--That to secure these rights, Governments are instituted among Men, deriving their just powers from the consent of the governed ...

No, that's not the logical source. It's quite obvious - to say nothing of logical - that the title "Consent in Gaming" was not derived from Jefferson's paraphrase of Locke. I mean seriously, have you read "Consent in Gaming" at all?
 

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