Dungeons and Dragons is a game of probability events and profiles that offset those probabilities. It's great training for decision-making under constraints. In the real world one seldom knows everything necessary to make the best decision. We're stuck using what information we can gather (and a model for best understanding) to take our best shot.
On the DM side, a good campaign is about balancing the probability of kicking your players asses too hard and giving them enough challenge to build skills and hit points. For instance, a campaign that is well matched to the players should kill them really fast if they were to (to be allowed to) try to play it backwards. The campaign should present opportunities to build the characters to face the later challenges the DM knows are coming. That's a hell of a lot like the long term management of a team.