I haven't had orcs in my world since it was created around '86 or so.
No problems with the players at all.
A lok'tar-less world. Tragic
No. I said that the hypothetical gm told said player that Luke Skywalker Jedi of The Jedi Council does not fit in Star Trek and gestured at things that do. It does not fall upon the gm to make the rejected disruption work.
A DM's job is to facilitate the world for the players to run around in. They can provide alternatives, pick at the desired themes to help get the player's idea across.
Its not the DM's personal private ground to run around in. If they want one of those, they should get into novel writing, not dealing with the fact players can and will disrupt their setting
No the gm has the right to reject player backstory race class spells and so on when they want to run a game with a given set of themes and tones those options do not fit into. The two of you are demonstrating how badly wotc failed at supporting GMs in their choice to service posts like 311
A DM can also look at what is being suggested and provide alternatives rather than just smacking everything
And I'm sorry, how is this WotC's fault? If you want to blame anyone for D&D being a grab bag, then you probably want to look at TSR putting cowboy gods and Barsoom encounter tables into Greyhawk, to say nothing of having Gamera and Aura Battlers hanging out in space. Grab-bag stuff like that is in this game's lifeblood from the very beginning
See the earlier quote about players being a disruption by refusing to engage with the setting on a deep enough level to even complete character creation. This is not for the gm to solve for a player who is stuck on a disruptive character concept.
I'm sorry, are we talking different settings here? How are tortles of all things disruptive to Dark Sun?
The pulp nature of Dark Sun makes them fit in fine. You could just smack "The Valley of the Tortoise Men" in any Dark Sun map, set it up as some old tortles who know of the before-times, and are being hunted by slavers who want to throw them in the gladiatorial pits. Given the multiple types of lizardmen already in the setting, none of that is out of place
Also like, let's not forget one of Dark Sun's more popular races is a direct Forgotten Realms import. Thri-kreen aren't Dark Sun originals.
See themes and tones of the setting. If a character doesn't fit thegm is totally justified in saying "no it doesn't fit, this is the setting you need to fit". Wotc should have better supported gms rather than breeding a hostile environment where Crawford himself grinned with excitement while saying a class was designed to frustrate GMs
I don't understand why you're complaining about WotC on this one when this problem is TSR's problem. They made Forgotten Realms the "Everything is here!" setting. They made Ravenloft the "Everything can be dragged here" setting. They made Planescape and Spelljammer to give canonical explanation for how stuff can get around
If you don't like players exploring the depth of what the game has to offer and its options, then maybe the real problem is the company who produced no less than three different "This setting exists so you can use stuff from other settings" style setting books is the actual cause of your grief
Why on earth do you seem to think this is a problem for the gm to solve? You are demonstrating how toxically counterproductive wotc's "tell your story" & "designed to frustrate your gm" advice on these kinds of things has been.
Because the DM's job is to run a game with their players. This is a communal effort so everyone is working together. A DM who throws their hands up and goes "Doesn't fit" with no further advice is a DM who is going to find themselves without any players, and isn't going to be a DM any more, are they?
Completely agree. The idea that "D&D doesn't do generic fantasy very well" has always struck me as one of those instances where the speaker is saying more about themselves than about D&D. In more than three decades of playing multiple editions of the game, I've found that it, in fact, does do generic fantasy—and a lot of other kinds of fantasy—quite well. You just need to be willing to modify the system, and be adept at doing so. It's not enough to simply recognize that D&D is a toolbox; you have to know what the tools are, what each of them is good for, and which ones you'll need for your current campaign.
I'd argue that D&D does Dungeons and Dragons very well. A lot of those tropes have leaked out into the wider fantasy sphere, sure, but its very D&D coded when those things pop up and noticeable when it shows up. Its in the name alone, Dungeons and Dragons. If you have a setting that's more generic fantasy and medieval, in that there's no ancient ruins to delve into, and no dragons around, then... Why use Dungeons and Dragons for that?