I’m going to go out on a limb and state that most players love finding treasure. While, of course, you don’t get XP for treasure in later editions of the game, it is rather handy to pay for living expenses and shiny new magic items (if a GM allows magic shops in his world).
It’s not the world’s snappiest title, but challenge is at the heart of every gaming session. The PCs may have to crush the forces of the evil goblin king, root out a pernicious black cult or simply find their way out of a labyrinthine network of caverns.
Over the last three decades, I’ve noticed many shifts in gaming culture and practises. A lot of these are driven by technology, changes in society, expectations of the gaming experience and so on. One of the most marked changes I’ve noticed is a subtle shift in who seems to actually be “in charge” of a game or campaign.
First and foremost I’m a DM (or GM depending on the game I’m playing) and I spend rather a lot of time preparing adventures—both my own and those made by other companies. I am one of these D/GMs that likes to be very prepared.
It’s relatively easy to play a roleplaying game. Playing the same game skilfully, though, is somewhat trickier.