Ginny Di, a cosplayer and singer and tabletop enthusiast, uploaded a video entitled Why You Should Build your D&D Character Wrong. It was a 10-minute discussion about unconventional character creation and playstyles. I have been discouraged from them, even though I enjoy them greatly.The video added fuel and excitement to ongoing discussions about gatekeeping in geek spaces. This was both from fan communities as well as companies that market to them. These conversations have aimed to diversify and expand what fandoms look and feel like.Gatekeeping is a boring, tired phenomenon in which a fanbase imagines a complex and reverent thing and uses it condescendingly towards their casual peers to make them feel out-of-place.Gatekeeping is motivated by the same spurious rush of power that fuels bullies. It harms both the communities that it infects as well as the industries that make and refine the things they love. Gatekeeping, if tolerated, can stop the growth and evolution of a fanbase and guarantee its slow death from within.Di explains in her video that the D&D Old Guard is well-known for tormenting anything that doesn't fit the motifs they have made famous. A wood elf ranger makes a great combination. Anything less is an error.You will find dozens of articles and vlogs about the worst sins of roleplaying. These include not understanding the rules or being too excited to play at the table. Although the idea of problem players is not new, the toxicity discussed by players is valid. However, it's the hyper criticality that the community often displays that fuels the gatekeeping impulse.Tabletop Podcasts Partially to BlameIt is worth mentioning the recent surge in players for D&D and tabletop gaming, both due to D&Ds Fifth Edition released in 2014 and all kinds of popular podcasts.Adventure Zone fans joined the game after witnessing their favorite characters' constant jokes, huge creative license with the rules and the creation of grandiose epic tales about identity, love and justice.They will join Critical Role enthusiasts who are looking for deep realization of intricately crafted characters, practiced delivery, and strong bonds of friendship with their party.These influxes might find themselves at the D&D old Guard's tables, ready to present traditional knights or wizards. They are likely to be inspired by middle-earth and The Forgotten Realms, who expect them to undertake arduous quests in order to kill great monsters and steal their treasure in order to glorify their kings or gods.Different expectations have added friction to an already fraught experience in roleplaying. This was gatekept well enough without eager teens flocking.Each roleplaying group is unique, but one thing that never changes is the fact that imagination is what drives these games. This means that everyone's vision is valid. The tabletop roleplaying game is nothing more than a shared adventure. It is important to determine if there is friction at the table. This could be because not everyone is available to collaborate and engage with each other fairly.Empathy and patience are essential. If a player is unable to accept the experience, it could be that they have unrealistic expectations. D&D has always been about adhering to conventions, exploitative max-maxing, and flawless recall of rules. It has also never been an improv piece that is completely free from structure and rules. You want to have fun with the people you play with. This means that you must be open to listening and compromising with your group.