Celebrim nailed it: XP are a way to "keep score" in an old-style game.
There's a strategic, long-term aspect to play. Luck is a significant factor, especially in producing character mortality. High-level characters have a buffer of hit points to offset some of that, but are still vulnerable to poison and level drains. So, part of the game is how many characters perish before one attains level X.
Balancing risk and reward is a player skill, as is finding ways to avoid dependence on chance. All this is par for the course in war-gaming, the original cultural context of D&D. The existence of a victory condition implies defeat conditions. If you can't lose, than it's meaningless to speak of winning.
That's pretty definitive of a "game" in the conventional sense. There is a trend to make RPGs something else, which can be confusing because the terminology raises certain expectations. The mechanics tend also still to cater at least superficially to those, which can lead to "fudging" (what would in other contexts be called cheating).
That potential for confusion is the real problem I see. There's nothing wrong with Group A enjoying one pastime and Group B enjoying a different one. Trouble can arise when people not "on the same page" try to play together -- essentially playing different "games" while under the impression they're playing the same one.
In my experience, that tends to get sorted out pretty quickly in real life. A forum such as this, though, attracts folks with widely disparate concepts of what "D&D" is all about.
There's a strategic, long-term aspect to play. Luck is a significant factor, especially in producing character mortality. High-level characters have a buffer of hit points to offset some of that, but are still vulnerable to poison and level drains. So, part of the game is how many characters perish before one attains level X.
Balancing risk and reward is a player skill, as is finding ways to avoid dependence on chance. All this is par for the course in war-gaming, the original cultural context of D&D. The existence of a victory condition implies defeat conditions. If you can't lose, than it's meaningless to speak of winning.
That's pretty definitive of a "game" in the conventional sense. There is a trend to make RPGs something else, which can be confusing because the terminology raises certain expectations. The mechanics tend also still to cater at least superficially to those, which can lead to "fudging" (what would in other contexts be called cheating).
That potential for confusion is the real problem I see. There's nothing wrong with Group A enjoying one pastime and Group B enjoying a different one. Trouble can arise when people not "on the same page" try to play together -- essentially playing different "games" while under the impression they're playing the same one.
In my experience, that tends to get sorted out pretty quickly in real life. A forum such as this, though, attracts folks with widely disparate concepts of what "D&D" is all about.