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RPG Evolution: When Gaming Bleeds
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<blockquote data-quote="talien" data-source="post: 7814919" data-attributes="member: 3285"><p>Monte Cook Games recently released <strong>Consent in Gaming</strong>, 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.</p><p></p><p style="text-align: center">[ATTACH=full]114223[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/photos/scam-hacker-security-virus-fraud-4126798/" target="_blank">Picture courtesy of Pixabay</a>.</p><h3><strong>Bleed Basics</strong></h3><p><a href="https://geekandsundry.com/coping-with-emotional-bleed-during-roleplay/" target="_blank">Courtney Kraft explains bleed</a>:</p><p></p><p>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.</p><p></p><p><strong>Consent in Gaming</strong> <a href="https://www.drivethrurpg.com/product/288535/Consent-in-Gaming" target="_blank">explains the risks of negative bleed</a>:</p><p></p><p>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.</p><p></p><p>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 <strong>Dungeons & Dragons</strong>) 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.</p><p></p><p>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 -- <a href="https://geekandsundry.com/coping-with-emotional-bleed-during-roleplay/" target="_blank">and yet it can still happen</a>. Players who play a game for a long time can experience more bleed than someone who just joined a game.</p><p></p><p><strong>Dungeons & Dragons</strong> 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.</p><p></p><p>These two factors determine the "magic circle," where the reality of the world is replaced by the structure of another reality. <a href="https://www.enworld.org/threads/worlds-of-design-chaotic-neutral-is-the-worst.667279/" target="_blank">The magic circle is not a magic wall</a> -- 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.</p><p></p><p>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 "<a href="https://medium.com/alliance-larp-denver/emotional-safety-in-larp-40d818cd7c64" target="_blank">the alibi</a>," in which the player accepts the premise that their actions don't reflect on them but rather their character:</p><p></p><h3><strong>Bleeding Out</strong></h3><p>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.</p><p></p><p><strong>Consent in Gaming</strong> 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 <a href="https://www.enworld.org/threads/x-o-for-more-fun.665690/" target="_blank">like x-cards</a> can go a long way in preventing misunderstandings and hurt feelings.</p><p></p><p>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, <a href="https://www.enworld.org/threads/news-digest-magic-the-gathering-tv-series-announced-baldurs-gate-video-game-tease-uk-games-expo.666400/" target="_blank">as reported by Darryl</a> 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.</p><p></p><p>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 "<a href="https://www.enworld.org/threads/gamers-under-cover.663779/" target="_blank">cover</a>" in their "real" life has made the entire concept of bleed and its associated risks a particularly sensitive topic of discussion.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="talien, post: 7814919, member: 3285"] Monte Cook Games recently released [B]Consent in Gaming[/B], 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. [CENTER][ATTACH type="full" alt="scam-4126798_1280.jpg"]114223[/ATTACH] [URL='https://pixabay.com/photos/scam-hacker-security-virus-fraud-4126798/']Picture courtesy of Pixabay[/URL].[/CENTER] [HEADING=2][B]Bleed Basics[/B][/HEADING] [URL='https://geekandsundry.com/coping-with-emotional-bleed-during-roleplay/']Courtney Kraft explains bleed[/URL]: 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. [B]Consent in Gaming[/B] [URL='https://www.drivethrurpg.com/product/288535/Consent-in-Gaming']explains the risks of negative bleed[/URL]: 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 [B]Dungeons & Dragons[/B]) 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 -- [URL='https://geekandsundry.com/coping-with-emotional-bleed-during-roleplay/']and yet it can still happen[/URL]. Players who play a game for a long time can experience more bleed than someone who just joined a game. [B]Dungeons & Dragons[/B] 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. [URL='https://www.enworld.org/threads/worlds-of-design-chaotic-neutral-is-the-worst.667279/']The magic circle is not a magic wall[/URL] -- 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 "[URL='https://medium.com/alliance-larp-denver/emotional-safety-in-larp-40d818cd7c64']the alibi[/URL]," in which the player accepts the premise that their actions don't reflect on them but rather their character: [HEADING=2][B]Bleeding Out[/B][/HEADING] 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. [B]Consent in Gaming[/B] 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 [URL='https://www.enworld.org/threads/x-o-for-more-fun.665690/']like x-cards[/URL] 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, [URL='https://www.enworld.org/threads/news-digest-magic-the-gathering-tv-series-announced-baldurs-gate-video-game-tease-uk-games-expo.666400/']as reported by Darryl[/URL] 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 "[URL='https://www.enworld.org/threads/gamers-under-cover.663779/']cover[/URL]" 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. [/QUOTE]
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