As someone that has a bone to pick with the gatekeepy nature of this hobby's community, I wholly agree. This community is really, really toxic. And a lot of that is to be expected for a game with 5+ different editions, a 50ish-year history, recent acceptance in the mainstream (with more people playing it than ever), and a player base made up of multiple generations. But a lot of it truly baffles me, as I discussed more in-depth in
this thread.
There's a lot of toxicity, and most of it comes from the fact that "D&D" means different things to different people. To some people, D&D means a deadly hack-and-slash dungeon crawl game where you can play as any race from Lord of the Rings, but shouldn't get too attached to your character because the dungeons are designed to kill them as efficiently and unfairly as possible. To others, D&D is
the roleplay-based fantasy adventure game with occasional combat where you can do anything you want so long as it fits the vague genre of fantasy, the loose definition of "adventure", and the crunchy mechanics mainly designed for combat (and the DM approves). To others, it's the next best thing to a video game adaptation for the fantasy books they read as a kid/teenager (Drizzt/Dragonlance novels and Lord of the Rings). And other people remember it as the game where they played as a garden gnome that punched a dragon in the face until it gave them its lunch money.
D&D means a lot of things to different people, just like Star Wars, or their favorite sport/tv show/video game/book series, or anything else that helped shape who they are. And they get protective about it. Oftentimes they're overprotective, to the detriment of the community and hobby as a whole. To some of them, it's the only thing that helped them through the hardest time of their life (probably teenage years), and the game changing to be nearly unrecognizable to them feels like an attack on the game they love and the experiences they had with it. They're loyal to the game, and loyalty to any other vision/version of the game besides the one they enjoy feels disrespectful and personal. And as much as they love it that the game they grew up being bullied/shunned for playing is finally in the mainstream, they take it personally that the version of the game that's popular isn't the one that they grew to love decades ago. And so they shun other versions of the game and variants of it as "not true D&D", they complain about modern D&D online because they want people to love their version of the game as much as they do, and they gatekeep the community online and judge people for playing a version of the game that they see as abhorrent. And that's not even getting started on how much a lot of them
despise the recent changes to make the game more progressive.
And, they're wrong. They're objectively in the wrong. They're not wrong to like the versions of the game they grew up with, but they're definitely in the wrong to try and get people to hate the modern version of the game, and for the negativity, they add to the hobby and its community. Their viewpoint is understandable and I can somewhat empathize with it, but it's childish and they're wrong for trying to ruin something for someone else.
That, in my experience as a newer player, is one of the biggest reasons why the modern D&D community is so toxic. Sure, social media makes it worse, but it's not the root cause of the toxicity, it's only the amplifier. Sure, there's other sources of toxicity in this community, but a lot of it boils down to "I don't like playing the game that way, so you doing it isn't 'true to the hobby'". And the history of the hobby (the Satanic Panic, Gygax being booted from TSR, TSR being bought by WotC) makes it worse than a lot of other fandoms, too.