Badass Larp Talk #28: Triage
Since I know this may be a little controversial to some, let me begin by stating the following clearly and for the record:
I have nothing against the concept of bleed in larps.
For those of you unfamiliar with the term, here’s a quick definition – it refers to when events at game provoke emotional responses that carry over (or “bleed”) into life outside of the game, typically in an intense, disturbing, or emotional manner. I use disturbing in the sense of something unsettling or unusual, by the way, not necessarily as a negative term connoting the unpleasant or bizarre (though it could be those too). Bleed is most often used in connection with strong, lingering emotional responses, though it can also be used to refer to moments that inspire a great deal of introspection and examination.
Bleed can be deliberately induced, such as when players intentionally confront topics or emotions they have already identified as pertinent to them in real life, such as a player with abandonment issues creating a character who displays an exaggerated version of that problem as a way of exploring those feelings. Bleed can also be accidental, such as when events at game unexpectedly prompt a player to examine real world feelings or concerns after game is off. A character might really lose their temper at game, for instance, and the player find the experience so unexpectedly intense and lingering that they realize they have some issues with anger they hadn’t previously recognized.
I’ve done both in my time, for the record, and they’re interesting experiences. I have particularly enjoyed it when I’m surprised by my own emotions – it’s one of the things that makes larp so magical, at least to me, that the stories we tell can sneak up on us like that and make us feel things we never expected. So to be clear, bleed can definitely be part of larp! I’m not questioning that. Truly, I’m not. No, the part of my post that is perhaps controversial to some is simply this:
Bleed is not the highest form of larp experience.
The reason I say this is because in some of the larp communities I’m part of, I’ve seen an small but steadily rising number of people discuss bleed as sort of the apotheosis of larp. In their comments, there’s a sense that if a game doesn’t induce some sort of bleed it must not be particularly good or engaging, or sometimes even that a player must not be into their character enough. I’ve even seen arguments break out between players when one person claims to be feeling bleed and another isn’t, as if the latter person wasn’t trying somehow. While I wouldn’t call this a major problem for the larp community by any means, it does strike me as an unfortunate trend, because it ultimately reduces larp to a sort of perpetual quest for increasingly difficult to attain experiences.
In many ways, the idea of “bleed is best” is a classic case of mistaking “this is my favorite thing” for “this is the best thing for everyone” which is pretty common in geek circles. (Well, common to human beings in general, really.) And it’s OK to like something, or even have it be your favorite thing – just remember that it’s also OK that not everyone shares your favorite thing too. Bleed can be wonderful, but making people feel like they’re not playing correctly if they don’t feel it/don’t want to pursue it is just not cool. Likewise, generating/feeling bleed is not synonymous with great roleplay or immersive character experience – plenty of really superb roleplayers don’t look for or often experience bleed as part of their play experience.
Even at the same larp, everybody plays for their own reasons and has their own definition of what makes a good game. That definition can change session to session or character to character too! For example, I know some boffer players who keep a roster that includes a “feels” character they bring out when they want deep story and emotional roleplay, a “beatstick” they play when they want to really run around and throw down with bad guys, and a “casual” character who’s a little bit of both but more laid back than either extreme. All at the same game!
I guess this might seem a little long-winded for such a simple message, but I feel like it’s one that’s always worth remembering. It’s good that the larp community has recognized the concept of bleed and begun seriously examining it as part of participant experience (or even a design goal). At the same time, it’s also important to recognize that bleed is not a universal measure of successful larp, or a great participant experience, or especially someone’s roleplaying ability.
It’s just another element of the amazing medium we are exploring together.
Badass LARP Talk is a semi-regular advice series for gamers who enjoy being other people as a hobby. Like what you read? Click on the BLT or Badass LARP Talk tag on this entry to find others in the series, follow me on Twitter @WriterPete, or subscribe to the blog for future updates!