Gatekeeping Part II: The OG (Original Gatekeeping)


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Greg K

Legend
I don't understand much of the gate-keeping.

Theater of the Mind, at least to some degree, has always been around in my area. I have been playing D&D without both player maps/grids and miniatures since 1979/1980. Everything on the player side has been through verbal description. I have witnessed a few individuals whom started playing D&D with one of the earliest major So Cal groups (and whom continue to play with the original boxed set) run sessions without any maps at all- I sat in a session with one of them a little over a year ago.

House rules as a gate keeping device is also foreign to me. Every group that I have played D&D with have always included house rules- it has always been expected. Furthermore, those same OG D&D gamers I had mentioned all used house rules.

Male Only is pretty foreign to me as well. Since 1984, every group with whom I have played D&D with has included female players (this excludes mom's who sat in to try it). If the groups that I had gamed with prior to 1984 had known females interested in rpgs, we would would have welcomed them.

And, while I have not seen it, I know gamers of color whom were told "rpgs were for only white people" ( a few of them were also told this by non-gamers of their own ethnicity). This form of gate keeping was a completely foreign to me. I have been playing with groups that have included non-whites members since first being introduced to the game.
 

cbwjm

Seb-wejem
Which brings us back to the original point. I was duly shocked to see someone saying that D&D has to be complex, and real D&D can't be TOTM,

Really? it can't be ToTM? It has to be complex? Are they stuck in 3e and 4e with their plethora of options and grid games? It's weird what people say nowadays, when we started DnD in high school, ToTM was the only way we knew how to play and it was with the Rules Cyclopedia, not exactly what I would call a complex ruleset.

I guess everyone is entitled to their opinion, even wrong opinions.
 

Years ago I ran a Dragonlance campaign using the original Alternity rules set. Someone wandering by and observing us might describe what we were doing as playing D&D, and I probably wouldn't have cared enough to correct them. I don't think I would have described what we doing as playing D&D.
 

Charlaquin

Goblin Queen (She/Her/Hers)
People playing FATE aren't playing D&D for the same reason that people reading Dickens aren't reading Shakespeare.
Eyyyuuuhhh.... The relationship is more complex than that, though. Sure Hamlet is Shakespeare and A Christmas Carol is not. But is The Lion King Shakespeare? Or is it Tezuka? And for that matter, is Jungle Emperor Shakespeare, and what does that make The Lion King? And is Scrooge Dickens, or is it Langley?
 

Eltab

Lord of the Hidden Layer
If people talk about "playing D&D" and it turns out they're not using what is arguably the core mechanic of D&D (rolling dice), I'm probably going to feel as though they aren't, in fact, playing D&D.
I, too, would have that initial reaction. But I would not put it into words just yet.

A) The recent context for "dice-less" was a bunch of high school students at lunch. I would not want my dice out where one can bounce off the table, across the floor, out of my sight, and some other kid pocket it to look over later - the die is now lost to me.
B) From a distance, I cannot tell if one of the kids has an app on their phone to "roll dice" for them (random number generator) and is using that to fill in for the physical dice
C) They might be at a narrative part of the plot where they need to discuss something before any action will be ready.

The only way to know for sure is to wander over, look and listen as I pass by. Even ask if I can join them.
 

GreyLord

Legend
A particularly surprising, vicious, and pernicious form of gatekeeping that I hadn't seen in some time recently reared its ugly head, causing me to reflect on a subject. I thought I'd start by proffering this analogy which I find helpful.

There's two concepts that I find helpful when I think of attempts to exclude people from TTRPGs; the ideas of de jure and de facto. Let's examine what they mean.

De jure means "by right" and is contrasted by de facto which is "by fact" or "by practice." In America, you often see this when describing discrimination or segregation, but it can be applied in all sorts of circumstances.

To give a simple, easy-to-understand example that moves away from contentious legal-isms, imagine you that there is a kids clubhouse.

If the kids have a sign on the door that says, "No girls allowed" then that would be an example of a de jure prohibition on girls.
If, on the other hand, the kids had a custom that only kids with short hair would be allowed (knowing that it was the custom in that area that boys had short hair and girls had long hair), then that would be a de facto prohibition on girls. Technically, girls could be allowed (so long as they have short hair) but in fact, they won't be allowed.

This difference is reflected in the quote by Anatole France, "The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread." It is important to be conscious of the way that seemingly-neutral rules can effect people in different ways.

I am reminded of this distinction when it comes to issues of gatekeeping in the TTRPGs. It is rare to non-existent for there to be de jure gatekeeping or discrimination. Which is no small thing! Getting rid of express barriers to entry, while the bare minimum, is still a worthy achievement. But I think most of us would b hard-pressed to find examples, today, of "no girls allowed" and you'd have to go back quite some time to even find unfortunate comments like, "Gaming in general is a male thing. It isn't that gaming is designed to exclude women. Everybody who's tried to design a game to interest a large female audience has failed. And I think that has to do with the different thinking processes of men and women."

Which leads to the issue of de facto gatekeeping. This is when people who play the games that we all love make assertions about what the game "is" in a way that seeks to exclude other people. Which brings me to my first experience with gatekeeping.

When I was but a wee player learning to play D&D, there was a lot of pushback by the OGs (original gatekeepers, original Grognards) toward us young whippersnappers playing silly fantasy RPGs. Real gamers, real nerds played wargames. They did artillery distances. And sea battles. And painted miniatured, and made towns, and did historical accuracy. Us, with our "dragons" and "elves" and "hit points" and narrating combat? Yeah, we weren't real gamers. At that point, no one was even using the term "Theater of the Mind," but that's what caused the explosion of new players into D&D. Very few people could afford and play with a full set of miniatures, but everyone could get some dice, paper and pencil, and tell a story. So insisting on "one right way" was essentially an exclusionary maneuver that would necessarily limit the hobby. Thankfully, it didn't work.

And I was reminded of this because I see that, today, a lot of new people are playing D&D; many of them are not within the "traditional" mold- we are attracting a lot of people that are new to the game, and have new stories that they want to tell; people that don't come from the traditional, white male background that many came from over history (not that there's anything wrong with that). And so many of them learn to play through TOTM. Which is wonderful and amazing.

I recounted a while back how a group that I taught 5e split off, and were (among other things) running their own, completely narrative dice-less D&D game during their lunch breaks at high school. HOW COOL IS THAT? It's so very cool. IMO. Is it D&D? Sure! It might not be the D&D I know, or fully understand, or even that I taught them, but it's their D&D, and their stories. And they will grow and add things to the hobby.

Which brings us back to the original point. I was duly shocked to see someone saying that D&D has to be complex, and real D&D can't be TOTM, not just because it's the type of gatekeeping I thought was abandoned long ago, but it's just another iteration of the impulse toward needless excluding new generations of players. I mean, I wish I was the future of the game, but I'm not. The best I (and many of the people reading this) is to act as a good steward to attract even more new people to the game so that, in the end:

1. They make the game their own; and
2. they internalize the true, terrible nature of Paladins.


I was one of those wargamers. IN MY OPINION...part of what you say is inaccurate. You didn't need miniatures or special dice to play a wargame, in fact, my contingent of wargamers didn't use miniatures at ALL most of the time.

I played wargames via the chits and board. This was something that became bigger with Gettysburg and other wargames that came with chits and hexes and other various ways and instruments.

You are right, there was pushback, but I don't see it quite as you portray it. It was more of a snobbish type of outlook to my mind, where the wargamer deals with REAL historical items vs. the fantasy imaginations of other things. They are interested in the recreation of history, or the enactment of history requiring historical accuracy to see how things could turn out differently or why they turned out the way they did. They play it to engulf themselves in the history itself and to be a part of it while playing the game.

On the otherhand, fantasy was more the realm of those who didn't like or enjoy history as much and wanted to create stories. One was for the historians and businessmen, the other for the English and literature majors.

However, it was not so much gatekeeping in the way you portray it as seeing RPG gamers not in the same place as wargamers. It was not saying that D&D players had to play wargames or could not play wargames so much as seeing those playing D&D as lesser than wargamers (at least in some ways). A sort of disdain for the new type of "wargame" that was being published...that it had no place among "TRUE" wargames or wargamers.

Of course, with the decrease (at least to my perception) and gradual decline of chit and board wargames over the past few decades (and I'd say, ever since RPGs took their steam, and the rest of the audience who did miniature wargaming overall were replaced with another type of wargaming such as that WITH FANTASY and SCI-FI such as warhammer) that sentiment has disappeared to be non-existent in rather short order (not really even being a factor as soon as a few months (if even years) after OD&D's release even).

TLDR - IMO Not so much of the same type of gatekeeping as you are saying, as much as looking at RPGs as lesser things for the same audience than Wargames, and that RPGs were a different sort of beast. Something comparatively short lived as RPGs and new Wargames of Fantasy and sci fi slew that beast rather quickly.
 
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FireLance

Legend
It's great that we'll all a lot more mature, understanding and accepting now. I, for one, would not like to go back to that point in the not-too-distant past when significant numbers of people were saying that 4E was "not D&D".
 

Fenris-77

Small God of the Dozens
Supporter
There was a 4E? I though we had skipped right from 3.5 to 5E. Something about whole numbers? IDK, my memory is hazy. :p

Seriously, while 4e isn't my cup of tea I can see why it has a pretty die hard fan base. Wonderful tactical rules.
 

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