Fusangite
You are defining magic in opposition to physics
No, not at all. I'm merely stating that in RW physics the rules are the same everywhere, whereas in a world with magic, they may not be.
Example: any world with "Dead Magic" zones or "Wild Magic" zones.
Dannyalcatraz
1) The physical laws of the universe
2) Need for shelter
3) Need for sustinance
4) Need for reproduction/propigation of the species
Fusangite
That list is premised on the physics and sociology of any world resembling the physics and sociology of ours.
No.
Statement 1) assumes that the universe in question HAS rules that all creation must obey- a campaign in absence of rules would be set in the Plane of Chaos, otherwise. Those rules need not be the same as ours.
Statement 2) only assumes that creatures are not impervious to the effects of the environment, and thus, must seek protection at some time, and that there may be other dangers (like predation) that may also demand a creature seek shelter. The hazards and predators need not resemble ours- the predators may only be feeding on a brain's alpha waves, and other creatures would need some kind of shelter to conceal those emanations.
Statement 3) assumes only that entropy is still in effect, so a creature must seek energy sources outside its own body. That energy source need not be food- it could be solar radiation, magic, alpha waves, whatever.
Statement 4) assumes only that creatures are not immortal nor in danger of cessation by outside means, and that creatures have a desire, either conscious of instinctual, that their species not die out. They may not enjoy it- see the Kraken in the latest issue of Dragon- but even they would rather see Krakenkind not die out.
Fusangite
All you need to do is make one of these theories of how the universe works true in a world you are GMing and suddenly, you will find that just because a culture is isolated does not mean that it can be different in all the ways that the physics of the real world would permit it to be distinct.
OK, that's a pretty factual statement that I can accept as true. I wouldn't want to GAME in that world- that kind of world would be pretty bland since the rule eliminates a LOT of cultural variation.
Fusangite
This is a theory of how cultures develop. More power to you for having it and spelling it out. Based on this theory, you can see that a player cannot unilaterally define his character without the GM notifying him of a whole bunch of attributes of the culture.
No. For the most part, all he has to do is design a character and ask me where such a character may be found as a point of origin If there is NO place in my campaign world in which such a PC could be found, THEN I have to step into the PC creation process.
Dannyalcatraz
In each one, there were always the unexplored/unexplained areas out of which almost anything could come, including beings or events that- on the surface at least- might seem to violate the premise of the campaign world itself.
Fusangite
But the GM evidently exerted enough control that nothing violated the premise/structure of the world, right? Surely this must have entailed limiting and channeling character background choices.
Nope.
Example: I was entering a pretty vanilla D&D campaign and the PC I designed appeared to be a female drow Mu/Th. In "actuality," the PC was an android from another dimension that had been programmed to be an NPC female drow Mu/Th in a LARP game that had somehow wound up in the campaign world...and it was utterly convinced that it was still in the game. At various points, the android would even discuss things or make comments that related to its percieved reality- and it had knowledge a drow Mu/TH shouldn't. Even its back-story was off kilter- while the android could recite its whole drow history, family, and why it didn't live in the old city anymore, no one in the campaign world had any idea of the places or events the drow was talking about- so the drow was written off as insane-by most.
Who was delusional- the android or everyone else- was NEVER answered.