George said: I do agree that the same arguments can be made for the typical races: half-orc, halfling, dwarf and elves and people are indeed roleplaying them in wired ways considering their differences from humans, but I think that this is an argument for why you should, sometimes, limit even those races. You seem to be a strong believer of the fact that "locking yourself in the little box someone created (be that creator the GM, the rulebook or a fantasy author)" is a bad thing but I believe it can be, and most of the time it is, a good thing. On the contrary, I understand and can appreciate the value of creative constraints. The games themselves comes with certain creative constraints built in. However, there is no creative constraint so important that we can't break it or bend it to work with a player's reasonable request, especially if it means greater player engagement with the game. Where I take issue is with a DM saying that a request like playing a monster race isn't tenable because some imaginary people I thought up while in the bathroom might not like it. For the sake of clarity, I'm not classifying "game rules" as creative constraints in this context. Lets just take the extreme example and say we play a dnd campaign and the setting is your current town, the character are a person you are a very good friends with or even yourself and the rules are very restricting when it comes to what you can do, is that a bad thing for the story ? I would say no: Don't you ever think of little scenarios in your head: "What would happen if I knew how to do"X" ?", "What would happen if I didn't know how to do "Z" ?", "I wonder if "B" and "A" would still be friends if this happened ?", "If only this event and that event happened a few days closer something crazy could have been going on here"... etc, I might be the only crazy person doing this but many people that I talked with sometimes think about stuff like that. With that knowledge in mind, wouldn't it be fun if you played a dnd campaign in that setting and got to "imagine" together with other people what the answer to those question is ? I think it would be, because even if they are rather mundane things compared to zombie dragons and magical werewolves you are involved in them, you can picture them happening and you might even care about them in a strange way. And that is because the world you would be playing in has a lot of depth and you are involved in that world. Anything can work with buy-in and I'm advocating getting buy-in from your players by saying "Yes" to their requests rather than saying "No" and pointing to some imaginary construct as the reason why. There are always workarounds. If you look at what is now the most popular mature fantasy series, A song of ice and fire, it barely contains any "fantasy" at all and the character are just like normal persons, corrupt, unjust, misguided, ugly, made of flesh and vulnerable to disease, not able to summon up incredible power and defeat a man 10 times their size just because they are "the good guy". That is a good thing, because by looking yourself withing that box of "The people here are just like normal human beings and magic never shows up" you are more excited when someone like sir Barristan shows up and he is actually a just, noble person, a fantastic fighter... etc and when a tiny bit of magic, a prophecy or a resurrection spell or a baby dragon not a huge fireball that can annihilate and entire army or a wizard that can slaughter people with one word, is shown it really does fell "magical" not "Oh, here it goes again". Different games have different assumptions and rules. If the game's rules say there are no orcs or common magic, then there are no orcs or common magic since those are the rules of the game the player has presumably agreed to play. However, imagine a scenario in which a D&D DM says "No" to Donovan playing a kobold because "the imaginary villagers in a town I made up don't like kobolds," then that's a different situation, right? I do agree that DnD is fun because you can always "get out of the box" and make whatever you want come true but by doing so you are just expanding an empty and "fantastical" universe that non has no connection to. By staying the the box and limiting yourself to certain things, forcing yourself to expand on the stuff that is "inside the box" instead of simply creating something new, you add depth to your world by forcing yourself to not break certain rules, "if anything can be changed than nothing has any meaning" is what I would say. Nothing you're saying here is inherently true, however. Anything can work with buy-in. I would submit that a DM who is more interested in the unchanging nature of his creative constraints than his player's engagement has his priorities backwards. That's just my opinion, of course, but time and again experience has shown me that incorporating player ideas, even in contravention of established parameters leads to better results in game play. The setting has no kobolds and Donovan wants to be a kobold? Fine - he's the last kobold. Or the first one. Or maybe the sages were all wrong and the kobolds fled to an underground enclave during The Cleansing and are preparing an assault on the surface world. There is enough creative space there to make it happen in a fun and interesting way for everyone. And there is only one reason to say "No." Because the DM said so. That's a missed opportunity in my book.