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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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AutisticallyAccurate

In 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?
"Do you not know, Asclepius, that Egypt is an image of heaven, or, to speak more exactly, in Egypt all the operations of the powers which rule and work in heaven have been transferred to earth below? ..."
- Hermes Trismegistus, The Lament Of Egypt.

Ruprecht

Quote from: AutisticallyAccurate on December 11, 2024, 05:14:20 PMAre practices like initiation rites, lore-driven invitations, and clear codes of conduct ...
It's a game not a fraternity. Role Playing was a secret society, why would anyone want to return to that? Life is easier when society at large doesn't instantly think negatively about your hobby.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard


jeff37923

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?

No. It risks alienating potential players. However, turning a game group into a secret society could be pretty fun!
"Meh."

Mishihari


SHARK

Quote from: Mishihari on December 11, 2024, 11:01:23 PMNo.  Lack of transparency too often leads to bad behavior.

Greetings!

Yeah, my friend! A "Secret Society"? That sounds like an absolute trainwreck just waiting to happen. Like, laughing hysterically in glee, and clapping its hands together, waiting for someone foolish enough to attempt such a thing.

D&D is a game. As far as all the freaks and undesirables that have flooded into the hobby, well, that is gamer's fault, for being too nice, and weak. Not being strong enough and harsh to gatekeep their tables and say "NO" to freaks and degenerates. Thus, we have our hobby being hijacked by degenerates of every stripe and flavour, and increasingly attacking, mocking, and degrading *Normal Gamers*. I just think, well, all these mild-mannered and otherwise weak pussies need to reach down and grab ahold of their nuts and man up, you know? Stand against the degenerates fiercely, and don't tolerate the morons. There is lots to make up for, because so many normal gamers were asleep at the switch--but clearly, the time to stand up and resist is now, constantly. Otherwise, well, we know what the degenerates would like to do. Besides ruin you and crush your life in every way--they at least want to harass and drive you from the hobby, in defeat and despair. They want to absolutely rule the hobby, and dictate who is allowed into the hobby and who is not allowed.

Being harsh and vigilant is just something we need to do constantly.

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

ForgottenF

If D&D became a secret society I would probably never play it again. I don't have time for that crap.

More importantly, the cat is out of the bag on gatekeeping D&D, and has been since the 80s. Ironically, the OSR proves that. Roleplaying isn't a difficult concept and its a cheap one to produce, so once people know what it is, there's no stopping someone from doing whatever they want with it. 
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AutisticallyAccurate

I am impressed at the rapid replies, thanks for the insight. I'll ponder your comments and decide upon a reply to all.
"Do you not know, Asclepius, that Egypt is an image of heaven, or, to speak more exactly, in Egypt all the operations of the powers which rule and work in heaven have been transferred to earth below? ..."
- Hermes Trismegistus, The Lament Of Egypt.

Nobleshield

Going to play devil's advocate here: Yes, but in a sense like in the 80s. You found a group, you stayed with that group. You vetted people who wanted to join the group to make sure they were a good fit. You didn't have this open table crap that allows any random schmuck to show up and play and bring whatever baggage they have with them.

Man at Arms

Having a secret society in your game setting, could be fun.  And then another smaller secret society, hidden within the larger one.  Mysteries and hidden agendas, abound.

Exploderwizard

Any group that plays together has the right to decide who they want to join them for a game. As for D&D as a whole, it has always been just an enjoyable pastime that anyone can get into if there is an interest. Lousy disruptive players can be weeded out at the individual group level. If such people are interested in playing then they can certainly form a group of their own.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Sword Devil

Better to have a secret society within the larger D&D culture than try to make the entire culture a secret society. That's sort of what the OSR was like in the early days, before it left the forums.

BoxCrayonTales

I feel the opposite. The TSR IPs should enter public domain so they can be stewarded by any fans who actually care. Corporatism and copyright has destroyed rpg IPs and imo has resulted in rpgs in general being largely siphoned of creativity and joy.

tenbones

It doesn't need to be Secret. It needs to be WIDE OPEN - where we show AND tell how it's done.

People that don't want it, won't jump in.

Likewise we need to have people that want to pitch what we're selling. Not everyone in old-school space is good at that. We *already* have that society. It's a matter of marketing our ideas better to those wanting to engage with the hobby - not doing whatever it is WotC is doing. 

I want gaming to be for people that *want* to game, not those wanting to socialize and use the hobby as a means for jacking off about their politics and psychological issues and believe that "gaming" is their therapy instead.

To be honest, the ball is in our court. The Royal We(tm) talk about how our gaming is better than the flood of dogshit produced by WotC - we need people to go out and start making converts and show it. This doesn't need to be secret. Quite the opposite. It needs to be in conventions. It needs to be us creating new content for publication. It needs to be players speaking up at their tables about wanting to try things outside of 5e. It takes GM's to RUN these systems and games for their group and recruit more people to their tables that are willing to try those games outside of 5e.

No, not a secret society. We need to be the fucking Mongol Hordes of good gaming.

RPGPundit

I think its more useful to have a very open hobby, where the people who love the hobby can and will be very opinionated about defending the gamer culture.
By "Secret Society" you mean some kind of closed group, and that would require some kind of institutional format, and doing that would lead to the potential for said institution to be captured by bad actors.
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