ExploderWizard
Hero
I find the sentiment amusing that putting it in the DMG will somehow keep those rules out of players hands...
Why would that be the case? Players get interested in running games too, so it is not unreasonable to expect them to read the DMG. They should do so with the understanding that whatever they find there may or may not be used in whole or in part by any particular DM.
It's not a question of the rules not being available to the players or known by the players. It's a question of making it clear that magic item creation - how it's done, what's required, whether it can happen in-campaign, etc - is within the DM's sphere of influence. Players should expect that the DM will have something to say about the topic.
This should be assumed of any material written for DMs.
Supplementary question: in a magical world, what sets "magic" apart from "not magic"? Does it have some sort of special designer label? That might explain a lot...
In the traditional D&D multiverse, whatever cannot be explained or accomplished via mundane means is magic. If magic gets replaced by generic superpowers of varying flavors then the waters become murkier, S&S becomes supers, and magic as such does merely become a designer label.
I don't see that it makes much sense to reward the character either. But as far as the player is concerned, unless you're playing a very particular sort of style in which players determine their own challenges (eg Gygaxian megadungeon), than the "reward" for finding a magic item is making the game easier, which often equates to making it less interesting. Not much of a reward, in my book!
From a characters POV, magic items don't make "the game easier", they increase the odds of survival. Wanting to survive dangerous undertakings makes perfect sense to me. There may be lunatic thrill junkies who thrive on greater chances of death, but the typical adventurer if asked, probably wouldn't say they preferred a higher risk of death because it was more interesting. What sane person would?