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Should Dungeons & Dragons Embrace the Concept of a Secret Society?

Started by AutisticallyAccurate, December 11, 2024, 05:14:20 PM

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Captain_Pazuzu

A resounding no.

This is essentially what the wokies have tried to do by attacking anyone and everyone who opposes their worldview.  They are more or less saying that "this game is for US and people like US!"

They have explicitly stated that they don't want you playing it and would prefer if you left the hobby.

You can always impose controls on your personal group.  Which tends to happen anyways with long standing groups.  There's a sort of gatekeeping that goes on to prevent weirdos from messing up the group dynamic.

As there should be.

Omega

Quote from: AutisticallyAccurate on December 11, 2024, 05:14:20 PMLet's discuss: Could transforming D&D into a "secret society" elevate the game, or does it risk alienating potential players?

Lets discuss how ruthlessly stupid even thinking this would be a good idea is.

adrianthebard

Quote from: AutisticallyAccurate on December 11, 2024, 05:14:20 PMIn light of the growing popularity of D&D, some argue that the game's charm and sense of mystique have been diluted. Could the game benefit from embracing a secret society ethos and thoughtful gatekeeping?

Would creating an air of exclusivity enhance the sense of belonging, deepen roleplay immersion, and preserve the integrity of D&D?

How could gatekeeping be reframed as a positive tool for maintaining quality, shared vision, and dedication at the table?

Are practices like initiation rites, lore-driven invitations, and clear codes of conduct effective ways to blend the real-world group dynamic with the in-game narrative?


Let's discuss: Could transforming D&D into a "secret society" elevate the game, or does it risk alienating potential players?
i don't think that it could be reframed in any positive way. a point is to be made for initiation rites and in general for social rites in general, those can enhance the social aspect, but they also occur naturally, you don't need a gaming group for those, just any group. as for gatekeeping, it is an active pushback action, it isn't meant to construct or enhance anything, just to react passively (and only negatively).

Osman Gazi

Quote from: AutisticallyAccurate on December 11, 2024, 05:14:20 PMIn light of the growing popularity of D&D, some argue that the game's charm and sense of mystique have been diluted. Could the game benefit from embracing a secret society ethos and thoughtful gatekeeping?

Would creating an air of exclusivity enhance the sense of belonging, deepen roleplay immersion, and preserve the integrity of D&D?

How could gatekeeping be reframed as a positive tool for maintaining quality, shared vision, and dedication at the table?

Are practices like initiation rites, lore-driven invitations, and clear codes of conduct effective ways to blend the real-world group dynamic with the in-game narrative?


Let's discuss: Could transforming D&D into a "secret society" elevate the game, or does it risk alienating potential players?

As much as it may occupy our minds, it is just a game.  Football nerds have their thing; trainspotters have their thing.  This is our thing.  That's all.  Don't make it more than that.

And yes, this will mean that some people will enjoy it with whom you disagree on a great many things, including how the game is best enjoyed.  That's ok.  They can have their groups, you can have yours.

Darrin Kelley

Absolutely not. The last thing D&D needs is the heat a secret society approach would bring. It has enough of a bad reputation as it is.

The correct approach is to make it as public as possible. Completely rip the mystery away from it. And show it for what it is.
 

SeveredFane

I am not being certain I understand why this would be beneficial.  In Spaint, it was being hard enough to find groups of which to play without them being hidden in secrecy.  One of my great joys upon moving to the United States was in being how easy it became to find friends of which to play games.

Neoplatonist1

I think the real reason this WON'T work is that the rewards are so slim. Most gamers are not skilled or sensitive enough to create a substance-of-belief or spirit-of-game that is compelling enough to support a quasi-religion. People attracted to the concept would find that their initial emotional investment isn't being paid off, they would leave or become drained, and the whole thing would ossify into a hollow farce.

Nice idea, though.


Gannaeg

Absolutely not.
Leave it to pathfinder.
I think the essence of D&D lies in the dungeoncrawl, not in game politics that could break the group's unity (it's very hazardous in a class-centered system)

yosemitemike

Quote from: AutisticallyAccurate on December 11, 2024, 05:14:20 PMIn light of the growing popularity of D&D, some argue that the game's charm and sense of mystique have been diluted. Could the game benefit from embracing a secret society ethos and thoughtful gatekeeping?

Would creating an air of exclusivity enhance the sense of belonging, deepen roleplay immersion, and preserve the integrity of D&D?

How could gatekeeping be reframed as a positive tool for maintaining quality, shared vision, and dedication at the table?

Are practices like initiation rites, lore-driven invitations, and clear codes of conduct effective ways to blend the real-world group dynamic with the in-game narrative?


Let's discuss: Could transforming D&D into a "secret society" elevate the game, or does it risk alienating potential players?

I don't know how anyone would go about doing any of this even if they wanted to.  It's possible to gatekeep particular spaces like a Facebook group, a forum or your own table.  How do you go about gatekeeping D&D?  There is no gate that people have to pass through to enter the hobby.  They can get the books, get some people together and play.  They don't need anyone's approval.  Who would conduct these initiation rites?  What would they do if people just ignored them?  Who would enforce this code of conduct?  How?  This hobby is too decentralized and has too low of a barrier of entry for gatekeeping or imposing codes of conduct to be even remotely possible.

Even trying to do this would require somehow consolidating the hobby under some sort of governing body with the power to enforce its decisions.  Do you really want that?  I don't.  It's bad enough that people act like they own the hobby without validating them.
"I am certain, however, that nothing has done so much to destroy the juridical safeguards of individual freedom as the striving after this mirage of social justice."― Friedrich Hayek
Another former RPGnet member permanently banned for calling out the staff there on their abdication of their responsibilities as moderators and admins and their abject surrender to the whims of the shrillest and most self-righteous members of the community.

MoFoCThat

I clicked on this thinking it was gonna be about in-game stuff, but oh well. D&D should never be a 'secret society' as a whole. That kind of thinking is what led to the Satanic Panic in the first place, parents didn't know what the hell their kids were doing and wanted something they could point at and blame when they didn't behave like 'normal' children. There is no difference between a secret society and a cult from an outsider's perspective. Like any fricking hobby you want to enjoy in this day and age, stand in solidary with your fellow gamers in the open. Idiot 'tourists' don't like staying in spaces where they can't be top dog and be the loudest voice in the room.

Ygaragyr Xyagyxa

Having the whole scene/hobby be a "secret society" would be dumb, but I'm seconding the guy who said that having your group be one could be fun. It'd be really dorky and fun.

CorvusCarpus

Maybe not like a secret society but you just don't play with your close friends the same way you play with new aquaintances; you may prefer the former (I know I do) but the latter has its benefits and is important for the develloppment of the scene.
What is great with RPG is that you can play exactly the way you want it with the right people.