LOL, sometimes I forget that D&D players live in a world all their own. I had a whole campaign and gave out 2 magical items, both of which had plot significance. Nobody minded, we were too busy playing the game and having fun.Remathilis said:Happiness is only needing a magical weapon, magical armor and shield, some potions, and a couple cool items that let me break the rules of physics (like boots of flying). Goodbye CLW wands, cloaks of resistance, Amulets of Natural Armor, and other necessary evils. Viva la interesting treasure!
The main thing is that the players didn't let a past D&D experience determine what "should" happen to create a fun game.
And by the way, when was the last time you read a book where every character had multiple magical items weighing them down? I'll bet that not even D&D books introduce such boredom very often. I recall reading some Dragonlance years ago, and a cool half-elven character got a super-cool magical sword from a long-dead king in order to slay some beasty. Then the place blew up and he lost the sword. Them's the breaks! Now that's how you tell a story... where the characters are important, not the loot.