Stats as hammer, stats as nails

There's nothing revolutionary in this post, but I think it contains generally good advice and feels worthwhile articulating. When an RPG gives you something generic, a player skill that enlivens your roleplaying is describing it in a non-generic way. Items are a great place to have fun with this idea. Instead of a dagger, it's a "wavy dagger with a hilt shaped like a mushroom." You can "show, not…