I'm multitasking, so I probably botched a sentence with two thoughts or something. Either way, some words are valuable when they're viable. If players are going to play in the world, should they all not be able to talk with the DM about the experience they want to have? If the DM is going to do something your group wouldn't like, wouldn't you take advantage of an organic opportunity to solve it?it’s great that you are “considering how constructive their interaction with the players are.”
But you obviously don’t understand what people have told you. Whether it’s as simple as rules about evil PCs, or home brew, or in the most recent example, this statement-
“In a session 0, this is when the world and the PCs get made. The world building hasn't happened yet, so in theory this is when the Players should have leverage to either accept restrictions or have the world accommodate their race choices.”
Again, have you not noticed that many homebrew campaign settings are not just some ad hoc thing created extemporaneously after session 0 - that it is created well ahead of time?
I’m not even going to comment on the use of the word leverage. I can’t imagine being at that table.
I understand the Evil PC things, and what I said makes sense. I assume you'd ban Evil as an alignment because of what choices it leads to. What if a player outside of that alignment makes similar choices? Then ban those kinds of choices. If player X wants to play a harmless Saturday cartoon villain using the Evil alignment, I think that checks out. The reason banning behavior is, I think, necessary, is that it could lead to a much more severe loss of fun for the whole group, at the cost of one player wanting one scene choice.
We haven't agreed on the situation we're talking about, so I wasn't defaulting to that. If the group changes over time, then it's worth making some restriction changes. New groups form too, new campaigns start, so I'm also talking about the world outside of home-brew.