Doesn't have to be unplayable to be bad. Example: "You can only participate in combat if you are standing on one foot at all times while responding." That's a limitation. I don't see how it would in any way actually help creativity. It certainly doesn't make the game unplayable for a typical person (a friend with inner-ear issues would find this unplayable though), but I think you'd agree that it does nothing to encourage creativity. Or: "You only earn experience during a session if you brought snacks with you." That doesn't make the game unplayable in the least....but it also doesn't actually make play any better (and could easily make things worse).
Really? Because a human being having to stand on one foot is not anything to do with the campaign setting. If this is all you have it kind of makes my point.
All limitations cut off possible behaviors. A good limitation must be either eliminating behaviors that would be detrimental (like the number-go-up math duel I mentioned), or making it an interesting challenge to succeed. It is simply not true that limitations-in-general are always good for creativity. Some limitations are productive. Others are neutral. And some are detrimental.
A game with rules is a limitation. It's better than no rules at all. Even an average game is better than no rules.
You keep wanting to go off the main discussion though. We are talking about the setting and various elements in the game like including certain elements. I'm saying a good game can be had no matter which races you allow. I'm saying a good game could be had no matter which classes you allow.
I'm also saying that a DM generated world may be good or bad but the limitations the DM chose for that world are not what is going to make it good or bad. And there is no need to come up with some out of this world example. We are assuming some minimal reasonable bounds. How about all campaign settings ever created seriously by a DM. Okay? Is that not broad enough? So given that arena, I'm arguing that what made a game good or bad was not the limitations. It may have been poorly designed in general but the lack of elves did not kill the setting.
I wasn't speaking of any specific limitations. I'm just saying that you can't claim that limitations are always good and thus a lack of limitations is always bad. That is simply not true. There are many things that contribute to creativity, yet many of those things can also detract from creativity if done unwisely.
I'm saying that all limitations are flavors and that flavors are a matter of taste. A matter of taste cannot be categorically declared good or bad objectively. That was my point forty pages ago.
I don't really see how that isn't compatible with what I said, so I'm kind of confused.
It's because you always seem to take what I say and run off in some weird tangent not at all related to my point. I think sometimes you are just constructing a straw man but other times I just think we aren't communicating. I say something and you respond to something completely unrelated in my eyes to what I said.
I never intentionally misunderstand anyone. Unfortunately, I don't really know what to do with this statement.
Of course not. I wasn't accusing so much as venting frustration.
And I reject the notion that the DM's role is one that deserves any special deference or trust from the word "go." Respect, trust, and enthusiasm are earned, the DM is not entitled to them simply by dint of having done pre-writing.
I get that but that again is a matter of taste. And for me, I do give the DM the benefit of the doubt. That doesn't mean I assume a DM is good. Many are not. But in my style, for a first timer, there is an implied benefit of the doubt.
I suppose at this point I tend to have a lot of trust from my players either by experience or by reputation. I don't tend to do completely new groups. We all are though devoted to players trying to get inside their characters and acting on the game setting through their characters.