Firstly,
talk about it. Mention it during game
preparation. Find an article on it that
explains it just right for your game, print that article out and pass it around to
your players. Perhaps include it in your
New Player Pack. Talk about its
importance and that it’s the flipside to immersion. People can't manage it when it takes them
completely by surprise. Then encourage
people to talk to you about it.
It
can help to provide a few anecdotes about your own experiences with positive
and negative bleed and to encourage other experienced players to do the
same. This will normalise the process.
Now
is a good time to mention any disturbing content, triggers or likely bleed
issues in your game. If characters can
die at any time, if NPCs committing suicide is a risk, or if characters will
occasionally aim to publicly humiliate each other to score points with the
prince, then it's a good idea to let the players know. This helps empower them to know if this is
the kind of game for them and, if so, the shared game contract allows them to
prepare themselves for the worst.
I'd
also recommend including some kind of gesture to reflect if someone is still
feeling all right that can be subtly used in the game. It might be the A-OK sign that I flash you if
I'm uncertain if those tears in your eyes are a sign of an enjoyable immersive
experience or one you want to end.
Having
a sign where people can cut the scene, take a step back for a few minutes, then
narratively conclude the scene when it gets too intense is also a good idea for
some games though naturally if it is used a lot by a particular player in a
particular game in situations that are typical of that game than that game may
not be suitable for them.
So
now you've talked about it during the preparation phase, I'd also recommend
mentioning it whenever you experience it during the game and to encourage other
players to do the same. It doesn't need
to be a big deal if you (or the player) aren't looking for reassurance. It could be as simple as an observation like:
"Oh, felt a bit of bleed with that scene back then. All good now,
though." Or: "I
experienced more bleed from that than I thought I would!"
Typically
people will discuss negative bleed as "bleed", by the way, and
positive emotions by their named emotion.
"That was so exciting!" or "I felt so good when that
happened." That's fine and
normal. People won't always want to explain
precisely what painful or aggravating emotion they experienced, only that it
did happen.
A
strong social backdrop will really help as well. If you all go out for karaoke or meet up
after game for food (eating together is a great social glue) then you will have
a more positive network that will help people better identify bleed by
divorcing the character actions from the player actions. In other words, if I only ever deal with your
character, how could I know if you actually don't like me or are a
mean-spirited person? If we've hung out
together and had a great time, it's a lot easier to realise that it's a
character event and simply bleed we're experiencing.
Finally
after sessions if you have a heavy-bleed game having every player mention the
most emotional moments they experienced during the game, either all together or
in small groups (depending on game size).
Mostly they'll focus on positive emotions, but do encourage them to at
least mention if they experienced any bleed during the session, even if they
don't want to go into detail with it.
So
now that you've set the groundwork, what do you do when someone is experiencing
painful bleed?
Firstly,
validate it. Each culture treats reassuring
and helping someone through painful emotions differently so go with a more
sensitive version of that. In general,
listen more than you speak and always validate what they're feeling. You can provide a few anecdotes of your own
experiences but keep them short, sharp and shiny and don't let them take
priority. In other words, your anecdotes
are merely to show that you've been there and you understand rather than
serving as a chance to vent.
Just
don't give any anecdotes of when the same player caused you bleed as that can
lead to a bitching session where you both rant about the player, and that's a
very toxic way to go. If the issue is
truly with the player, than it's not about character bleed and needs to be
dealt with in other ways.
Gently
providing perspective on the other characters' actions, or the GM's intentions,
can help if the player seems frustrated as to why they were targeted
in-character in such a way but should be done gently, in response to their
queries, and without judgement.
Re-iterate that they have the right to be upset, it's just that the
other player didn't realise how much it would have hurt them or that the other character
was operating on different information or had some other goal.
Oftentimes
you don't have to give the game away in terms of character motivations, simply
providing a half dozen different perspectives of what might be the case can help
as it helps the player think in terms of IC motivation rather than OOC
personality traits.
Give
the player a bit of space to come to terms with their own emotions and then encourage
the involved players to spend time together, especially if it's due to
character antagonism. If they avoid each
other than the bleed may become entrenched in actual resentment and that's the
last thing you want. Depending on the
players, they might be happy to have a special antagonist's hangout to have a
bit of fun with it or they might prefer it to be a big group activity that's
not so large they can lose sight of each other.
These
are the techniques I've used so far, anyway.
Does anyone know any other tricks?
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