It might be worth revisiting Dragon #277 (November 2000), and Tracy Hickman's article "How You Play the Game".
A few quotes:
"I was a barbarian surrounded by the dungeoneering equivalent of forensic accountants. Every door we came upon had to have paint chips taken for cobalt carbon dating. We would spend half an hour on a door before moving cautiously on to the next, only to repeat the process all over again..."
"I turned to [the DM] and asked, 'Where is the door nearest to my character?' 'To your left you see an intricately carved door with images of ...' 'I open the door.' A stunned silence around the table - then chaos! The other players shouted 'No he doesn't!' I bellowed back, 'YES I DO!'..."
"Many a brave PC was charbroiled that night, but what a great story we had to tell!"
"Why do we play these games? Do we say to ourselves, 'Let's all get together next week, and instead of leading our everyday, boring lives, make believe we are fantasy characters leading everyday, boring lives?' Being a hero takes two elements: the courage to put your life on the line, and a villain that represents a serious threat to that life. Would you pay to see a movie where the hero stood around, never confronting his arch-nemesis face to face?... No thank you! Give me a character who does brave deeds!..."
Cheers!