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<blockquote data-quote="Bendris Noulg" data-source="post: 1393761" data-attributes="member: 6398"><p>And here I was thinking that I might add "OG" to the beginning of my screen name. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p> </p><p>I don't question this. My question is if these concepts would have as much appeal (indeed, would the <em>game</em> have as much appeal) if the "stuff" wasn't part of the equation.</p><p> </p><p>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.</p><p> </p><p>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?).</p><p> </p><p>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 <em>water breathing</em> in order to escape via the sea passage).</p><p> </p><p>If anything, such an adventure should be <em>more viable</em> 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.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1393761, member: 6398"] And here I was thinking that I might add "OG" to the beginning of my screen name. ;) I don't question this. My question is if these concepts would have as much appeal (indeed, would the [i]game[/i] 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. 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 [i]water breathing[/i] in order to escape via the sea passage). If anything, such an adventure should be [i]more viable[/i] 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. [/QUOTE]
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