If D&D was a well-made game, properly supported, with rules that were structured well, then there should be an already memorised phrase that answers the question posed at the end of the last post. What we are likely to get, however, is something like this, which ChatGPT provided:
D&D is a game in which players, through fictional persons with limited abilities, enter a persistent imagined world, seek advantage within it, confront danger and uncertainty, and by their choices alter their own condition and the condition of that world.
I pointed out to Chat that this is really just a collection of ill-defined generated concepts that in fact do not determine the game's play at all. This is like saying that "Chess is a game that two people play on a board where someone wins." Which in no way provides a premise for that game. Chat agrees:
The key consequence is that D&D discourse is full of phrases that sound like premises but are actually atmospheres. “Persistent imagined world,” “danger and uncertainty,” “fictional persons,” “alter their condition,” “seek advantage” — these are not useless ideas, but they are not yet game statements. They do not tell a person what play consists of, what governs it, or what makes one course of action preferable to another.
The premise of D&D is that one person, the dungeon master, creates a set of fictional but believable imaginary scenes or situations, representing an "environment" or "setting," complete with residents, existing in a point of time, with a potential for rational consequences, which the players can interact with imaginably. When the players take an action within this environment, they cause a change which the DM must believably reconcile, producing a response from the environment, which is explained to the players.
This gets rid of all the details of the setting that have as much to do with the game's premise as the physical colour of the pieces has to do with chess's game play. In chess, the pieces must be a different colour, but they need not be black and white. Gold and silver, red and yellow, clear and opaque boards exist and do not change the game. There is a "persistent imagined world" in D&D, but that is the effect of the premise, not the premise itself; it is what the D&D makes. It needs the DM to interpret it, because it cannot provide interpretations in and of itself, because it's not a person, it's a mechanic. All the parts originally defined by Chat are mechanics: danger, uncertainty, persons, condition, advantage... as such, they descend from the premise, but are not the premise itself.
Hardly anyone plays D&D by the premise stated above, though the description of this does appear clumsily in several of the game's books, including the original 5th edition Players Handbook. But then virtually everything else about the game sets out to subvert this premise. The DM should not decide ahead of time what the players are allowed to physically do within the environment. The players should not be railroaded, required to act in a certain way, penalised if they do not act in that way or any other of the endless sorts of Gygaxian "punishments" that were invented as alterations to the game world that a DM should impose when players "misbehave."
Likewise, "backstories" are examples of the players attempting to erase the premise by inventing an environment outside the DM's sphere. When an NPC behaves in a manner that the players do not like, particularly if the player has built some "story" about the NPC and themselves, that player is NOT permitted to declare the DM has acted outside the premise. The premise does not include the players wishes being fulfilled just because they might walk if they don't get what they want. If a player won't play by the game's premise, or if the DM won't, then the game can't function. It is broken. Not because the game itself is, but because those participating are unclear about what the premise IS, or won't accept it for private, stubborn or selfish reasons. It is like a chess player picking up the enemy's knight and flinging it from the board because, "You have too many knights and I'm losing." It is childish, it is abusive, it is not proper game play... and where D&D is concerned, it is behaviour that is everywhere.
Very often, the openness of D&D and the lack of comprehension about the premise allows participants to disguise their abuse of the game under the rubrics of "free expression" or "emotional safety"; as "story" or "fairness"; as "what my character would do" or "protecting the players"... and quite a lot of others nonsense that has succeeded in making nearly everyone's game unplayable. Success begins by first defining the premise, then holding fast to the premise, then disregarding any protest of "personal dissatisfaction" related to the premise. A player that demands to know more about the environment than the senses of the player's character permits; who wants to define the end point of this adventure or the campaign at large; who wants to min/max for the sake of min/maxing; have all lost the thread. They're not playing dungeons and dragons. They're playing some other game that uses D&D as a mask.
Thus, the first principle of a good game is to accept the premise. Get in your lane, stay in your lane, make arrangements to play with others who together share an interest in the environment provided and STOP trespassing on the other side. The DM is the DM; the players are the players. Each has a purpose and a place; the line dividing the two is not a chalk line. It is the Great Wall of China. The boundary has to be inviolable because the temptation to cross it is constant.
Yet this does not, in itself, describe "a reason to play."
My reason for playing as a DM is because I like being made to think fast on my feet when a player does something I do not expect. I do not see this as contrary to my DMing. I see this as the coolest, bestest thing about the game. Nothing thrills me more than for a player to solve a conundrum in a way I could not myself, pushing me to then instantly respond in some way that fits the premise: i.e., a believable result, almost universally positive in such cases, because I have exactly no reason to keep a player from gaining wealth, power or benefit from doing something that they are mentally or creatively able to do. Does that creative thing put a lot of wealth into the player's hands? No problem, it'll be spent on things and they'll be broke in time. Does it give the player a lot of power? No problem, power brings responsibility; responsibility creates stress, stress creates game opportunities and fascinating conundrums. Bring that stuff on. Is the player benefitting? Awesome. Works for me. I do not understand DMs who fear player agency. I love it, it's a high, it's a thrill for me to play with. Why would I get in the way of it, or exploit it when it happens. It only means the game's experience can lift itself out of ordinary fighting and move into extraordinary fighting and intrigue. All I can say is "Please, can I have some more?"
I assume the reason my players want to play is because the playing field is wide open. I won't give them information they don't deserve and I won't help them enrich themselves without physically taking risks and earning it, but in short order they soon learn that if they ask for something that in fact does not meaningfully empower them, then sure, they can have it. "You'd like a hireling that's a gnome and of your religion and is a cook too, in a region where gnomes are rare? Sure. Why not? Makes no meaningful difference to the game world. Here you go." I'm not miserly. I don't care to be. A game rule is a game rule: "No, you cannot just use a two-handed weapon and a shield. Period." But when it's not actually a game rule and it doesn't need to be one? Sure, here you go. I don't receive any benefit from being tight-fisted.
I think my best players come to realise that smart choices will change the encounter; that I will allow them to surprise and even obliterate a hard enemy with little struggle by means of opponent brilliance. I think they understand that with my experience in game play, I'm hard to surprise, but at the same time, if I am surprised, I'll respond with respect and applause, not resistance. I buy into the premise so my game must, by definition, flow freely according to the players actions, meaning that by default those actions will be relevant where game play is concerned. I think, from experience, this is extremely rare in a DM. I don't know why. I'm not losing anything by letting my players succeed. I have an infinite number of monsters ready off stage. Why would I seriously care if the latest went down fast because the players got lucky or because one of the realised that something they bought had an unexpected benefit? I'm all sorts of jerk, but I'm not petty.
This is one of the reasons why I've resisted the philosophy of "balance" — and not merely because my deciding what the players are allowed to have or use is breaking the premise. I have no anxiety about the players becoming more powerful. If I have anxiety anywhere, it's the tendency of players to refuse to believe what I tell them, so they can walk straight into death presuming that I'm going to protect them. I used to make the error of actually doing that... but lesson learned. About ten years ago, with the Senex campaign, I decided, "fuck it, I'm just going to kill them now." Long story.
But more powerful because, oh no, it'll destabilise my campaign, or my setting? Nonsense. My setting has Constantinople and Paris in it. It has empires of more than a million square miles and tens of millions of people. Try as they might, the players could have a hundred million gold pieces and it would just make them equal in wealth to one of the big states in Europe. That wouldn't be enough to conquer China. So, you know... there's always something bigger than they are.
Moreover, I don't really care what my players do. That is, within the limitations of their imaginary physical selves. If they want to burn down villages and churches, kill women and children, slaughter innocents on the road... in reality, these things happened historically and are still actually happening in large parts of the world right now. They are not beyond the ken of human ability or cognisance for that matter. It is the premise that I don't bind their hands with my outlook on "permissable" behaviour. My only ask is they don't take abusive action against each other. That's because invented figures of imagination aren't real... not even, in fact, as demonstrations of moral goodness... and like Calvin of Calvin and Hobbes, I refuse to be victimised by notions of virtuous behaviour.
My conflict with players begin when they want free things, especially information, to which they're not entitled. This was the source of a recent disagreement between myself and a player, who wanted me to explain what his best option was as a player to get more... well, money presumably, but ultimately agency beyond the limitations of his character. While yes, I am omnipotent in game terms, and money for me is a matter of saying it exists, as are experience points, I don't indulge in giveaway game mechanics for the sake of player's merely asking for them. One has to draw the line somewhere.
Some might suppose that my take on villages being burned down is expressed in the game consequences, and to some degree that's true. The village cannot be "unburned." But at the same time, my game world has a lot of villages, and I can certainly spare a few if players must indulge themselves. It's not like I'm slavering at the opportunity to go after the players with reprisals, condemnation or an assassin waiting behind every tree just because they've done something bad. That's possible, but it's not my sincerest wish. I'd rather, instead, that they just realise such things afford nothing in terms of game benefit and therefore invest in more useful activities.
Together, my response joy and I assume the player's ability to immerse themselves into an unrestricted setting not based on "fantasy tropes" or "DM ownership" settles the whole "reason to play" question. They play because they like D&D. They play in my game because they like my style of play. I cannot guess why other people play in other games. I stopped playing altogether more than 40 years ago because I could not find a DM with my play style.
Which brings us to "value"... or, how is the time spent so that something is accomplished?
I play Oxygen Not Included because it is just enough problem solving as to not be boring, while at the same time it is not stressful. It permits a very mild sort of relaxation that is more engaging that watching television, and considerably more than my phone offers. I usually play with music or some video playing on the other screen I have set up for my computer. Little is accomplished. More base is built. A supply problem is solved. It's not much to speak of.
D&D is arguably the same. It is a game, after all. I like to think the value is better in part because of the player's relative freedoms within the game's structure, but also because my game's structure is dense, gritty and there is always some aspect of it that can be challenged or learned. Since my players are largely DMs themselves, they are seeing the Authority Wiki's presence in the game, seeing how easily a game rule can be challenged and fixed, especially if something isn't clear... and that adds value to the games they play, using my style of DMing as a template.
I don't mean to sound full of myself. But not only have I been doing this for a long time, I've gone at my setting in a way that no one I know of has. For one thing, I've been running the same game setting since 1984. I've been running games in the way that I do now since then. I've run a lot of different kinds of players. I'm flexible. I'm quick-witted. I like game rules and I like it better when they're functionally written out, in an agile way that can be repaired, updated or simply gotten rid of when appropriate. These things are noticed. One can see from recent comments that my DMing style is considered "good."
Then, apart from the metagame, the actual setting has it's own learning mode. People aren't familiar with the world on a ground level. The players are in northern Hungary; they and I are learning in depth what opals are, how the Ottomans occupied the region in the time period, the lay of the land, the nature of the individual towns, the weather, the behaviour of the occupants and the logic that underlies the way people in the game setting think. That's a lot of information and much of it is absolutely useful in the real world. If one of my players were in Ozd, the actual Hungarian town, they would know at once where the Bukk Forest and the Karancs Hills were. They'd know how close they were to Slovakia. They'd know how to find their way to Miskolc or, as the case may be, Budapest. The setting is functionally the same as the real world... and as I'm now letting ChatGPT describe what the actual terrain looks like, it's a fair guess that the players would recognise parts of the landscape as they moved through it. That very valuable... in a way that no one else, to my knowledge, considers D&D to be.
Take the presence of opals where the players are. I didn't decide that. The location did. Opals actually do come from this part of Hungary. Moreover, the literal geology of the landscape gives the reason why they do. It's hilarious to think that someday a player in my world will be in a museum somewhere and say, "Oh, yes, opals like that come from tufa. They're very common in northern Hungary because of the geology there." That's a pleasant little coup, since the player never has to say it came from a D&D game they played once. This is the kind of thing that cannot be faked by invented "lore."
All right. I have been typing for five hours. I'm going to stop and continue this post tomorrow.