I can't remember the exact context, but I saw a post some time ago mentioning the (in)ability to pick up certain items in a game, which made me wonder what the conventions are in text adventures.
Is it expected that the player should be able to pick up everything that isn't nailed to the floor, even if it has no specific purpose in the story? e.g. if a character has items/keepsakes in their home that are mostly there to provide flavour/backstory, and which could physically be picked up and taken with them, but wouldn't really be of much use in their travels. I suppose that in theory, small uses could be found for each one, but I'd ideally want the player's inventory not to be cluttered, and for players to be able to easily distinguish between plot-centric or otherwise useful items, and ones that are just there for flavour.
Would players feel that their freedom is being limited too much if an error message were to appear, explaining why the player character doesn't feel the need to pick up a certain item? In the project I'm working on, I'm planning on not having very many items that the player can pick up, but the ones that can be taken potentially have several uses. It'd be good to know what people's thoughts are.