Numion said:
I might've chosen the wrong word here - I really meant you as gamers who've been at it for a long time, and thus are more mature than the general crowd.
And here I was thinking that I might add "OG" to the beginning of my screen name.
Yes, the items are an integral part of the characters raw power. However, the items don't define the character nowhere as much as his chosen specialization - class, archetype, how the character is played. A high-level archer in a "normal magic" (D&D normal, which for many is actually high magic) world, with the standard magic items, is just a really good archer. The same archer in a low-magic world with no special items is still a really good archer. That tells me that he wasn't after all defined by his items.
I don't question this. My question is if these concepts would have as much appeal (indeed, would the
game have as much appeal) if the "stuff" wasn't part of the equation.
When a player says they have desire to play in a game with less items, then I'd say it's a safe bet that items are very much important to that player's definition of character concept. And you must admit, there is no shortage of such players.
EDIT: Are you sure that the guys weren't just displaying disbelief that such a dreck of an adventure hook would actually make its way to the printers? IMO the "you're captured & naked" is about the worst adventure hook possible, that just reeks of lazy design. Maybe it's a good thing we've not seen them of late, except for that (admittedly) archaic maze of zayenne...
Considering the adventure was the 4th of 4, with the "getting captured and becoming naked" part being at the end of part 3, I wouldn't call it the worst hook possible (although the "room floods with green gas until everyone fails their save" ending of part 3 was certainly lazy design, I'll give you that). And there are other classic examples of similar (anyone else find themselves in the Tomb of Horrors seperated from clothes and goods after a certain teleport-portal trap?).
I certainly wouldn't consider it (part 4) lazy, by any means, though, considering that the adventure provided various means of alternate equipment to be found or made from the materials on hand, methods of escaping were available after searching for some time, and other challenges tailored to the situation. What was important, however, was that the tools that most would expect to rely upon in most adventures (equipment, magic spells and items) simply weren't available and alternate methods had to be deviced (example: Swim part-way down a flooded tunnel, snag a couple of tubes from the tube-worms, return to the start of the tunnel, and turn the tubes into air-containers was the method required to replace
water breathing in order to escape via the sea passage).
If anything, such an adventure should be
more viable now than it was then thanks to 3E's Skill System, although having a Monk, Sorcerer, or Psion/PsyW in the party (even a Bard, to some extent) would drastically effect the way such an adventure would play out since they retain a high degree of magical power even if stripped of their equipment.