Emerikol
Legend
I'd say there is no such thing as a good or bad limitation unless the game becomes completely unplayable as a result. The limitations are just the boundaries of the setting. Whether those boundaries are good or bad would be subjective not objective and depend on the group.The problem with this aphorism is that it leaves out a word: good limitations breed creativity.
I'm not nearly as tethered to the official rules as you are. I did though grow up using 1e so that might be part of it. I send out a packet 0 ahead of time detailing the world to some degree and all of the house rules. I also explain rule 0 and what is expected of the players. At that point some people will not want to play. Either because they don't like my DM style or because the setting proposal just isn't something they like. The latter will show up again next time to see what I am offering. The former probably won't. And that is okay. What is true though is I keep having happy groups one after another for a very long time. So I think the limitations I am putting forth are at least acceptable to a portion of the playerbase and as such are fine.Is spell creation an official, default rule in the system in question? If it is, I should think a player playing any class officially permitted to use those rules would be rightfully annoyed to suddenly find out that that official, default rule had been taken away. To the best of my knowledge, most systems that have "spell lists" (may don't) this is already the official, default rule. It would be a change away from the rules as written to receive the ability to acquire existing but off-list spells, e.g. a Wizard learning signature Cleric spells or a Psion learning signature Artificer spells. A player might really want that and might be very disappointed if they couldn't get it, but they would have no room to argue that it "should" be that way by default--the default rules explicitly don't support it.
For me, I only enjoy well developed worlds. And by developed I mean developed by the DM. Not necessarily completely in advance but at least in advance of my interaction with it. A faraway country may only have a Greyhawk level description on day one but it will be fleshed out more if I go there.Do you think the only way for there to be a world to explore is if the DM has already nailed down all of it in advance? Because this is very much not true in many games, both in terms of "game systems" and in terms of "game tables."
Dungeon World as a game is pretty much the antithesis of my play style and designed intentionally to be that way. I'm not saying this particular quote is the antithesis. Any world designed by a DM naturally can only go so deep. I can't recreate an entire real world. But I tend to think the more I can do that the better it will be. So I have more depth close to the sandbox and less depth as you go out from it.Dungeon World has a wonderful concept here: "Draw maps, leave blanks." What this means is, you absolutely should have a map of the Kingdom of Tabletopia and perhaps even for its neighbors like the Duchy of Axygg and the Freehold of Grognardia etc., but you shouldn't nail down every single village and town, every single river and forest, every single dungeon, etc. You do enough work that people can understand the setting and the concept, so the group has something to sink their teeth into, but not so much that there's nothing for you, the DM, to discover as play progresses. As part of this, it is valid (under particular circumstances, not just willy-nilly) for the players to sometimes be the agents of discovery, who tell the group that a particular location is somewhere. It isn't that they are "retconning" or "rewriting" the setting. They are filling in the blanks on the map--places that weren't important enough for the party to know about before, but which they have learned about because it now is important to know what's there, just as you would if you were making your own map of a real place as you travelled through it (though, of course, with the addition of being a creative contributor, not merely an observer.)
A good example is Gygax's city of Greyhawk. That area over time became very well detailed in his campaign but places like the Great Kingdom only had some high level details.
I don't think you do it on purpose but you do misunderstand me a lot.It really isn't absurd at all. To assume so is to make the argument circular; you are presuming that the DM can do no wrong on this front, which is simply not true.
Edit: It has nothing to do with the DM doing no wrong. Players have roles and DMs have roles. The point though is that even a world as restrictive as my Dwarven campaign has plenty of room for adventuring and exploration. A group of the right players could get a lot out of it. No setting can please everyone. Any setting though that can be played in by a group which has fun is by definition not too limited. It may be too limited for you but it is not too limited in the general sense