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

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.
The powder keg i was speaking of was the general sort of thing they are being pushed on people and then people suing for reasons relating to what is essentially one day going to be viewed as the recommendation of an experimental sociological therapy tool without a psuch or soc cert. And other similar issues. I wasnt really just talking about x cards. I was more talking about the overall type of thing bleeding into irl culture practices (which it has started to). If we are talking about x cards specifically and not just x cards as a place holder for all similar bad ideas then yes. It will lose steam and people forget about it. But the general type of thing is gonna continue to grow for a while. I dont think this ends well.
 

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Zardnaar

Legend
The powder keg i was speaking of was the general sort of thing they are being pushed on people and then people suing for reasons relating to what is essentially one day going to be viewed as the recommendation of an experimental sociological therapy tool without a psuch or soc cert. And other similar issues. I wasnt really just talking about x cards. I was more talking about the overall type of thing bleeding into irl culture practices (which it has started to). If we are talking about x cards specifically and not just x cards as a place holder for all similar bad ideas then yes. It will lose steam and people forget about it. But the general type of thing is gonna continue to grow for a while. I dont think this ends well.

It'll probably end when people get sick of the extremists on both sides.
 

Hussar

Legend
"Don't use it because one day someone might sue you" is a rather bizarre twist on this discussion. Gotta give it props for originality though. :erm:
 


It'll probably end when people get sick of the extremists on both sides.
That's certainly the normal pattern. ;)
Very usually relevant.
Usually.
Totally nothing strikingly abnormal about the health, culture, and psyche of society at the moment.:sneaky:
Totally not affecting how people socialize. Im not pointing any fingers and im not disclosing any specific groups. Suffice it to say there are many on all sides AND the middle.
 

Zardnaar

Legend
That's certainly the normal pattern. ;)
Very usually relevant.
Usually.
Totally nothing strikingly abnormal about the health, culture, and psyche of society at the moment.:sneaky:
Totally not affecting how people socialize. Im not pointing any fingers and im not disclosing any specific groups. Suffice it to say there are many on all sides AND the middle.

I suspect one side will crash and burn around November 2020, something to do with Christmas I'm sure.

Otherside will crash and burn when they annoy everyone else or people stop paying attention.

I recommend self medicating. Instead of walk like an Egyptian drink like one. Beer.

Beer. Beer. Beer.

Worldwide boycott of Twitter could also work. Nothing good has come from Twitter.
 

I suspect one side will crash and burn around November 2020, something to do with Christmas I'm sure.

Otherside will crash and burn when they annoy everyone else or people stop paying attention.

I recommend self medicating. Instead of walk like an Egyptian drink like one. Beer.

Beer. Beer. Beer.

Worldwide boycott of Twitter could also work. Nothing good has come from Twitter.
I cant wait for the three extremes to just go back into their holes for a couple decades again. The peace and quiet will be nice. Yes i said three. There is such a thing as an extreme centrist. They are weird. All three are annoying and i cant wait for them to go bye bye. I think your time table is shorter then it ought to be though. There will be a minor crash around that time but the general build of tension is nowhere near done.
 
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Ovinomancer

No flips for you!
But D&D contains numerous elements that Consent in Gaming says it is necessary for players to consent to before game play starts. Remember, if the DM doens't get consent from his players to specifically bring something up the answer is a no.

Bugs
Demons
Eyeballs (beholders)
Rats
Spiders
Racism (some of the D&D races are supremacist)
Freezing to death (spells/weather effects)
Gaslighting (Charm person?)
Heatstroke (spells/weather effects)
Natural Disaster (spells/weather effects)
Paralysis/Physical Restraint (Hold Person, grapples, creature effects)
Severe Weather (spells/weather effects)

It seems like D&D needs an X-Card just as much as any other game.
You might have noticed I didn't agree with Consent in Gaming's approach to the x-card either as used or as a generally useful tool, so I'm a tad uncertain what you think you've dunked on, here.

X-cards are useless without follow-on discussion. They are useful in emotionally fraught situations. They are not very useful to prevent/mitigate accidental triggers. I said all of this above. I then said D&D is not a game that is emotionally fraught in ways that x-cards could help. Having your PC die or face demons is not like the kinds of sudden emotionally fraught situations I'm discussing.

This list of things to get consent for in CiG is ridiculous. Almost all of it is covered in "fantasy," and certainly in "D&D." If you're sitting down to a table with a problem on that list, you have the duty to check. It's akin to having a food allergy -- you have to ask, the waiter isn't going to review all possibly allergies with you. It's your health, don't offload it onto strangers.
 

MGibster

Legend
I'm not sure who these "extremist" are some might want to see pushed out of the gaming arena. Personally I'm very happy people have pushed for greater inclusion in games. I like that a lot of cons now have harassment policies, that artwork is a bit more inclusive, and that we have a wider diversity of gamers and gamers these days. I think gaming today is better than it was a few decades ago.
 

Umbran

Mod Squad
Staff member
Supporter
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.

Beware confounding bias - if we don't know the rates at which those tests were done in the past, and who usually received those tests, we can't really compare the results. Comparing past medical practice to today is insanely complicated in that way - telling the difference between "there are more cases of X in the population" and "there are more diagnoses of X" across time is not for duffers.
 

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