DSMatticus wrote:These were all instances where the assertions of one individual were disproportionately large, and that's bad.
Fine, you were able to connect all of my examples to some overarcing 'this person is hogging too much screentime' problem and using it to dismiss all of those in one fell swoop.
Did you just forget why I gave those examples in the first place? I wasn't arguing about narrative importance, I was saying that
just because a trope has a long narrative history does not mean that it should be there just because it has a long narrative history. I put those examples there rather than stick with the 'women are weaker than men' and 'always chaotic evil races' because I anticipated that you would chase after a red herring--that red herring being 'OMG you pulled out the sexism card'. Hence the richer array of choices. But since you ended up chasing after a different red herring anyway it ended up being a waste of time.
Do you
really want to do this dance? 'cause like, as much as I hate doing this I have TvTropes backing me up. I can keep shooting tropes and narrative devices at you all day and I think that I can find a few that refute your assertion of 'it should go in because it has rich memetic and symbolic history' long before you manage to special plead your way out of every example.
Of course, this whole dance is avoidable if you stop dicking around and just give me a reason why having an equipment aesthetic improves gameplay rather than trying to include it in some broader category (narrative devices and tropes that have had a lot of staying power) and then arguing for why we should keep the broader category.
DSMatticus wrote:This is closer to an argument that makes sense. "Being able to maintain an equipment aesthetic does not improve the story." Unfortunately, it's dead wrong because the number of characters who have iconic equipment load-outs is huge, and the number of characters who don't have an iconic equipment load-out is small. Now you can pull some BS like, "but even the iconic characters occasionally and temporarily change!" Aaaand that's not actually a response, because the iconic characters are still iconic for something and go right back to that in the next story. Bat Man's entire theme is "rich guy with gadgets" and yet he still manages to have a static aesthetic and very stable parts of his loadout and starts every story almost the exact same. He is modelled much better by a relatively static (but versatile) load out than an ever-increasing treadmill of more powerful and different items.
But the number of stories that feature heroes continually picking up ever-increasingly powerful and diverse weapons is much smaller than the number of stories that feature heroes just using the same weapon (or same type of weapon) for the largest amount of time.
This is still just a flat-out appeal to tradition while also not recognizing the differences between the media of TTRPG and serial periodical. And if you ask, I'll be happy to go into detail about why it's important that Batman
visually resembles or at least sorta-resembles the person he did twenty years ago. Because even within the confines of his genre Batman has changed a
lot in the last twenty years if you ignore the visuals. But it has nothing to do with whether Batman sticking with black and grey enhances the story or his character development so much as it does with marketing. TTRPGs do not have such marketing concerns for individual characters.
And the "stroke the ego of the person who said aesthetic" shit is funny, because you don't actually use the word aesthetic when you talk about your character, ever. When you ask someone why they picked scythe, they say "because it's cool." And when you come on the forums and argue with a bunch of people, they say aesthetic as a way of describing why that other guy thinks it's cool because "it's cool" is not sufficiently explanatory to defend a position.
First of all, I don't mind a person stroking their own ego. If I did I wouldn't be playing TTRPGs, especially one like D&D. However, I do mind someone stroking their ego but not giving back. See, when a dragon tamer or a vigilante out for revenge against the royal family takes ahold of the plot or exposition train there's something for me to do even if I'm not the focus of the plot. Even if my character wasn't personally harmed by the slavers who took a party member's children, there's still some room for my character to make justice and freedom speeches or punch pirates in the face or have a talk with the party member trying to calm them down and not go down the slippery slope of revenge. They still have the majority of the spotlight on them but there's still stuff to do.
Weapon porn however is a selfish character trait and aesthetic. Unless someone else is interested in the same thing (which is unlikely), it doesn't generate plots in of itself, it doesn't give insight into the backstory, it doesn't help develop characters, it doesn't do any of that. The kind of character development that comes as a result of going on the Let's Build a Kingdom In The Middle Of Nowhere! sidequest is different than that which results of the Let's Broker Permanent Peace Between the Dwarves and Orcs! sidequest. The fact that someone was able to seriously suggest that you just dump the Find A Katana! upgrade in the middle of someone else's quest should be ample evidence that it's a character trait that should not be encouraged.
Second of all, if it was just a bullshit bonus in addition to their character, whatever, fine. Chainmail bikinis don't really do much other than make the owner of the character all hot and bothered and I'm not against those. But for weapons, it goes beyond that.
Due to time constraints and the law of conservation of detail, if you make a big deal about an aspect of a story then it becomes an aspect of the story. Wolverine can have a thirty-issue backstory about how he was a samurai in during the Meiji Restoration era without it being little more than a cool adjunct and a font of wisdom for his current adventures. In a TTRPG, if someone brings that up about their character it's either going to be forgotten or almost assuredly become the focus of the story.
I know it's really weird, but in a TTRPG people focus on things not because it's interesting but just because it's there. If you mention that the king's crown looks really weird and has skulls on it or that the elven queen has a third arm people are going to take that as a plot point and devote a non-zero amount of time pontificating about it. We had to take the aristocrat and expert classes out of the game not because there wasn't a need for them in abstract but because a non-zero number of players insisted on being them. Even though the DMG flat-out said that these classes were inappropriate for PCs to play.
When 4E D&D completely wrecked the Swordmage class by focusing on the 'sword' aspect of it more than the 'mage' aspect that's when it became obvious to me that the weapon porn got too far. If the 'sword' part was just some mild flavoring to the class like witches having pointy hats or clerics having prayer beads then it'd be fine, but no.