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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Umbran

Mod Squad
Staff member
Supporter
White wolf and wotc should not be officially endorsing mandated (key word, mandated) x card use at any point if they want to avoid being sued in the future.

Well, given that the only professionally published product that even discusses it wasn't from either of those companies... I don't think you have anything to worry about on that front.
 

Well, given that the only professionally published product that even discusses it wasn't from either of those companies... I don't think you have anything to worry about on that front.
I never actually said that they did have any officially published works regarding it.

Im just saying they probably should be careful never to promote it. If they do, in officially published content, after enough years, it'll be bad. This is a powder keg and i can tell you its gonna blow sometime. What direction the brunt of the blast goes is less certain but it will blow. At some point. Gen z's a comin' down the shoot toward adulthood and they already show signs of hating the current paradigm on matters such as these.
 

Hussar

Legend
played a lot of their games in the 90s and early 2000s and I do not remember people needing anything like this back then
I'd point out that in the 90's and early 2000s, openly admitting you had any sort of mental issues was tantamount to social suicide in most circles. We have come some way towards being a tad more understanding than we were back then.
 

Hussar

Legend
I know that I've taken a lot of flak for being too agressive here, but, do people really not see the parallels in the verbiage?

Mandatory x card=idiocy and slow game progression that will irritate players at eachother once they figure out who keeps doing it (they arent stupid. Doesnt matter how the dm handles it eventually the players will figure out whos doing it if they are doing it excessively) or put them to sleep and also alert them to one person they will not want to hang out with in the future. The player using the x cards.

"Oh, noes, supporting someone's mental health is going to slow down my game!"

Slowing down the game and campaign for instance. I dont care how competant the dm is, if its used enough it will do that. Which can then cause one of the other several problems i mentioned. Players being more irate with other players than they would have been if more intelligent (i know this is blunt but actually saying it is not just more efficient, its smarter.

"Someone who uses an X card is too stupid to figure out a more productive way of dealing with their issues".

.plenty of ideological scary people to worry about getting a paper cut while reading about..

Ah, the standard ad hominem. How we've missed you...

On and on and on. Am I really off base here? I mean, I got told, directly, that it was entirely my fault for going back to a game that was making me uncomfortable. People have been dismissing the notion all over the place.

So, yeah, again, I'm going to repeat this, if, at any time you think your game is more important than the mental health of the person sitting at your table, you need to take a REALLY hard look at your priorities. If your first reaction to an X-card, or consent in gaming is "Wow, this is going to hurt my game", then you are the problem. YOU are the reason we need these things.
 

I dont think thats the reason. Cortisol blood serum levels and most other other physically measurable metrics for stress and general mental illness are generally higher now than they were then. Ie there are literally more mentally ill people now than then.
 



So...there were literally fewer mentally ill people then than there is now.

The reason? People will just have to ponder that. Educating people on that particular one could possibky get me banned. So I'll refrain.
 

Zardnaar

Legend
X cards an online joke, virtually no one IRL has even heard of it.

It'll be about as relevent as the Book of Erotic Deeds in a few months.
 

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