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

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.
This is a pretty unreasonable concern. The rates for these indicators are conclusively higher and these indicators (cortisol levels and obesity (also plenty others but those two are great examples)) also have thoroughly demonstrated relationships to mental illness.

If we are talking about any time in the last 30 or so years then thats not an issue for blood cortisol serum levels, obesity, and many other broad physical indicators of mental health (and much further back for many other things). There is more than adequate data, methodological analysis, demographic consideration, and corroboration. We know (to far more than an adequate degree) how much the testing was done and who had it done. There is no difficulty seeing that obesity has risen. And with how ubiquitous taking blood fir various purposes has become cortisol is no problem either.

Yes. We do know there are higher rates of most of these indicators.
 
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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.
What do you do when they say laying responsibility at their feet for having to ask is victim blaming? This is a legitimate concern of mine. Im being 100% serious. There is no joke here.
 



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.
I think i was unclear. I dont wanna see anyone not play. Which is why i said extremes. Not extremists. By "I'd like to see the extremes go back to their holes" i meant i would like to see censorious ideologies stop being pushed onto games. My wording was pretty bad their. Admittedly i was deleriously tired. (Been having severe insomnia the last couple days. Actually still pretty out of it right now)
 

Umbran

Mod Squad
Staff member
Supporter
This is a pretty unreasonable concern. The rates for these indicators are conclusively higher and these indicators (cortisol levels and obesity (also plenty others but those two are great examples)) also have thoroughly demonstrated relationships to mental illness.

Do you know how often folks got cortisol level tests 10 years ago? 30 years ago? 50 Years ago? 100 years ago? And what populations were gettign those tests in the past as compared to the present (as in - we may be testing populations now for whom the historical data is poor). If you don't know those rates, and the changing accuracy of the tests with time (as new methods become available, tests tend to get better), then making the determination is not really possible.

And, maybe those studies have been done. But this is the internet - I do not trust someone to just say, "it is known that..." on science without backup, especially considering something as complicated as mental illness. Cite a reliable source, and we may have something. If it is not important enough to you to dig up a reference, that's fine, just realize that without support, it is just an assertion of some guy on the internet.
 

Hussar

Legend
What do you do when they say laying responsibility at their feet for having to ask is victim blaming? This is a legitimate concern of mine. Im being 100% serious. There is no joke here.

ROTFLMAO. THAT'S what you're taking from this discussion?

Sorry, no. Victim blaming is telling me that it's my fault for going back to a game that was causing me distress "like a moth to a flame".

And, I'm sorry @Son of the Serpent, I'm presuming that English is not your first language, but, may I suggest something like Grammerly? Parsing your words is very, very difficult, and, in a conversation like this, precision is necessary.
 

ROTFLMAO. THAT'S what you're taking from this discussion?

Sorry, no. Victim blaming is telling me that it's my fault for going back to a game that was causing me distress "like a moth to a flame".

And, I'm sorry @Son of the Serpent, I'm presuming that English is not your first language, but, may I suggest something like Grammerly? Parsing your words is very, very difficult, and, in a conversation like this, precision is necessary.
Ive seen a person getting triggered and not saying why cause them to be more triggered. When they become more triggered in this fashion ive seen the act of telling them that they should have made precisely clear the source of the triggering be called a form of victim blaming. Of course its not (in that its completely waranted)
 

Oh, and im pretty lazy when i use my phone to post. Which is usually. I have excellent proficiency with this language but meh...i think people understand more than well enough. Too well for me to bother. Sorry if you missed something. Tell me what the phrase you got lost on was and i can explain.
 
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