Right, so it leads to a game with a very 'textural' character. That is, you find out all about the limits of what the local blacksmith shop is capable of, or how many barrels of oil the town produces in a year. That sort of thing. The game then tends to focus on these sorts of minutia, or at least they enter into the purview of the players at times. As I've said, this simply boils down to a discussion of ways to create a specific 'tone' in a given game, of which 'focus on the materialistic details of conflict' is a perfectly valid strategy. What I argue against is any notion that it holds anything beyond a very superficial verisimilitude (and 'realism' is I hope not something anyone will seriously try to argue for).In a lot pf ways doing it makes things even easier because the players go out of their way to seek out & use/manipulate world details in their own benefit so they basically can wind up pumping the gm for worldbuilding loredump & descriptive details that would be difficult to express all at once a opposed to being shaded bit by bit with time to think.