EzekielRaiden
Follower of the Way
Sure, but sooner or later, you're pretty likely to find something that happens to be a solid fit for you--or could become a solid fit, with some elbow grease.For me, this is a feature not a bug. Were the characters real - which is how I approach the whole affair, that they're real people in a real world - the items they find wouldn't be necessarily tailored to them; instead they might have to adapt to the item or simply accept that the best thing they can do with it is sell it off and split the proceeds. (one of 5e's stupidest by-the-book rules is that magic items can't be bought or sold)
I very very very much find it a bug and not a feature to encourage materialistic thinking. That, in my experience, specifically encourages viewing items only in their gameplay value. That thinking then metastasizes: people, powers, wealth, all of it just becomes the minimally-forethought grasping for ever-greater numbers. Materialistic thinking is the positive spark for murderhoboism and knowingly disruptive behavior. GMs failing to attach consequences to actions is the negative, permitting side. The two together are spark and kindling and nearly always start fires IME. Of course, I have never had that problem as a GM, because there are consequences for choices at my table (that's literally the single most important reason I run games, is to find out what consequences the players bring about!), and because I encourage values-based thinking rather than cutthroat materialism (I should say, eliminative economic materialism, but this is usually just summarized as "materialism" by everyday folks.
Hyper-materialist thinking is all about treating everything as objects to be used and ruthlessly exploited. Everything: equipment, resources, people, morals, rules. And that door, once opened, is nearly impossible to close. If the players see the rules as tools to be ruthlessly exploited, they can and will try to warp those rules all the time, constantly, forever. That kind of mental arms race, of always having to have an iron grip on the party lest they discover how to destroy the whole structure in the name of pure self-advancement no matter what, doesn't appeal to me. I find it wearying and pretty much the definitional opposite of fun.
It's when the players care about things for their intrinsic value, not for their instrumental value, that you get actually interesting stories. "Will hyper-materialists do insane, horrible things in the name of greater acquisition? The answer literally cannot surprise you." That's been my experience with every group that fosters a materialistic mindset. Every single one.
I've seen it too many times. Oh, you'll still get roleplay. But the roleplay slowly but surely gets subsumed into the materialism too. The roleplay becomes purely instrumental, merely a tool to further other materialistic aims. The bare minimum effort to ensure that you get what you actually want, the sweet sweet numbers that prove you're better, stronger, faster, smarter, whatever.IME this doesn't encourage min-maxing but it does encourage materialism; again, a feature not a bug when running a setting where money often equates to power. It also doesn't reduce RP that I've noticed.
As you can probably tell, I don't have a super high opinion of hyper-materialistic perspectives. I find them corrosive to human life.








