Tony Vargas
Legend
Up-thread someone mentioned post-apocalyptic games and stop signs as weapons. Couldn't find that one, so I hope you don't mind the tangent...It goes much further than that: by not "meaningfully" distinguish between axes and clubs, you vastly expand the ways a character can arm himself (and thus express himself) without actually having to pay a cost in effectiveness, which can make everything more fun.
In the last edition of Gamma World, you had a fairly meaningful choice of weapons. One-handed or two-handed; light or heavy; melee, ranged or 'gun.'
Each had a simple advantage: one-handed weapons let you use a shield, two-handed did more damage, light hit more often, heavy hit harder, ranged weapons had unlimited ammo, guns ran out. That's basically 12 weapons.
Now, your weapon could be /anything/. A two-handed heavy melee weapon could be a stop sign or a wallhanger replica sword or a handy tree-trunk - or even a pair dumbbells.
You'd think that, XOMG, that eliminates meaningful choices, since your wallhanger aluminum Katana isn't any different from my pool cue (light two-handed melee weapons, both). But, if you look at the number of meaningful, viable weapon choices games typically have (ever want to get your weapon specialization bonus with a magic weapon in late 1e? best bet's the longsword), 12 really is pretty good.
That you also get to make cosmetic choices without being penalized is just a bonus.
Is anything, other than the accuracy of the simulation, made better by more simulationism? I rather doubt it.(And even more: by making a concious decision where to put your game's complexity and where not to put it, you exhibit insight in the old adage "not everything is better with more simulationism")

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