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.
I don't see how. Your point was that any limitation that doesn't make the game unplayable necessarily promotes creativity. I provided examples of limitations that did not make the game unplayable, but also did not promote creativity. As for setting limitations? "Every player must play a character who speaks in French-accented English." That's a setting-specific limitation which, at least on its surface, has no relationship at all to promoting creativity--though I will note that you have now changed the requirements, adding that it must be a limitation
rooted in the setting, not just limitations-in-general.
A game with rules is a limitation. It's better than no rules at all. Even an average game is better than no rules.
Have I said that all limitations are bad? If you got that impression from what I wrote, I heartily recommend you re-read what I said. I specifically said some limitations are good, and others are neutral, and some may even be detrimental. Your statement here only has any force against someone claiming that all limitations are always harmful guaranteed, which I never said and explicitly contradicted.
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.
"Could be" makes this an incredibly weak argument. Something that made it so a good game genuinely couldn't be had by ANYONE attempting to play it would be monstrous, something no person in their right mind could ever support. It isn't a feather in anyone's cap for something to simply avoid
preventing a functional game.
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.
And I'm arguing that those limitations absolutely can be the thing that makes a game good or bad. It won't
always be the thing that does it. There are simply too many things that can make a game good or bad to ever argue something so foolish! It won't even necessarily be
a thing that contributes in either direction.
But when I see extensive limitations, especially those that are given either no explanation at all, or no explanation beyond "it's what I like" or "I just think it's stupid", that's a red flag, a pretty big one. Not the biggest possible, but a pretty big one nonetheless.
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.
And I'm saying that they are more than just flavors. They're ingredients. And some ingredients can be detrimental--can
directly be what ruins a dish.
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.
Welcome to the club. I deal with this sort of thing all the time.
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.
Okay. Please put yourself in my shoes: I have never, as a player, been in any group that lasted longer than a year after I joined. (My current 5e group will cross that threshold in a few months, and I am still very grateful for the invitation to join it.) Almost none of the groups I've been a player in have had
any players in common. I have been striving to find a long-running group to play with for a very long time, and I've seen many bad apples I've stayed far away from while looking for such a thing. That is part of why almost all of the DMs I've actually had have been at least pretty decent, and the majority have been quite good.
I have
never had the luxury of relying on years of reputation. I have
never been so fortunate as to have extensive experience with a DM before working with them. And this is going to be similar to the experience for most players today, because most players of D&D 5e (whether 5.0 or 5.5e) are brand-new to TTRPGs, if WotC's numbers are to be believed. As in, something like four to eight new players for every single person who had played a previous edition first.