My gradual understanding of how some of the more popular shows are scripted took some of the shine off for me. I’ve always been mildly dissatisfied with the system mastery, but I recognize why it’s often absent.

At first, the sports analogy made the most sense to me. When we watch professional sports, we are “watching people play a game.” But as Mark and others pointed out, the analogy breaks when you compare the level of play. We watch professional sports to see people play the game at the highest levels. Most TTRPG live play doesn’t showcase the highest levels of play. From speaking to some TTRPG streamers I know, there’s a tension between finding players who are good at the game and players who are entertaining on stream.

The audience generally rewards entertainment over system mastery. Channels that host live TTRPGs want to grow their audience by including players with a larger built-in audience. Most players bring large audiences earned through other skills on their own channel. These players are video game players first and TTRPG players a distant second or third. Participating in a TTRPG is a low-stress lark. They’re casuals. Until we start to see TTRPG streamers who cultivate large audiences through system mastery in the way that video game streamers do , we’re unlikely to see much stimulating TTRPG play that revolves around “good play.”

I suggest that part of the popularity of these shows comes from people who don’t have a local group or who are dissatisfied with their current group. How many of the people who responded here belong to a local TTRPG group that provides them with satisfying play? I don’t currently have a local group and streamed D&D play delivers a little vicarious pleasure, a way to connect with the hobby. If you’ve got a group but it’s not a good fit sometimes, streamed RPGs can keep your interest in the local group kindled.