So, there was something I wanted to talk about in a thread that we didn’t have time to touch upon for our Consent In Gaming panel for #VirtualHorrorCon.

Aftercare and bleed: A Thread
Bleed is when emotions and events spill past game end, and a player may feel the same as their character or be unable to separate themselves from the character during moments of loss, high emotion, or trauma.
Bleed is a real thing and happens a lot for many gamers. Most of the time, the reaction to bleed is ‘it’s just a character. Let it go.’ That type of aftercare is irresponsible and incosderate to the player feeling that way at that moment.
You have to care for bleed like any other aftercare. It is a loss, and if a player needs to mourn, they should be allowed to mourn. If other players want to hold a vigil, allow them to hold a vigil.
Basically, ask what the player needs in order to help them. Check-in with them on it and make sure you are supporting them.
Bleed also doesn’t mean character loss. Sometimes events or trauma have a way of spilling over. The same rules apply. Check-in with your players. Make sure they are ok and help where you can.
This goes double for PVP. It happens in games all the time. It is important for everyone to check in with each other. And a storyteller definitely needs to be checking in with both sides.
But don’t be all talk about aftercare and no action. I’ve experienced this, and it’s really shitty. I get bleed like a lot of players, and having those feelings pushed away wears away at the trust I put in people to run the games I play in.
Aftercare in general should be a necessity for all storytellers at the very least. Check in with your players on a regular basis. Make sure they are still having fun in your game.
Make sure players are able to accomplish their goals with their characters, progressing where they want, and they are enjoying the story. Make sure to address bleed and any other possible issues that arise.
Mediate conflict between players, and make sure the build a table that is both welcoming and considerate to the best of your abilities. And learn when to ask a player to leave your table, or as a player, learn when to walk away.
Because, sometimes the best aftercare you can do is to say no.
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