It's hard for me to know how easy / difficult object orientations are since I've known it for years, but I generally just visualise classes / objects as containers with properties, but containers can contain containers as well. So a person can have a name, dob, favourite colour, but they can also contain a wallet, a backpack, and a sword in one hand. The wallet and backpack in turn can contain more stuff.
In reality it's more complicated, since objects actually contain pointers to other objects, so I visualise every object having a portal to a pocket dimension that contains the physical objects with tickets assigned to them - and so the object hold these tickets when they contain another object. If they need to access an object they're carrying, they just open the pocket dimension and grab that item using their ticket. Tickets can duplicated so two objects can hold the same ticket and manipulate the same object in the pocket dimension.
But ignoring pointers, it's a lot easier to manage and visualise your game items and properties by using object orientation, so it's really worth investing. You kind of already use an bit of object orientation in the form of the Characters in the game. I read in another thread that apparently the Characters aren't exactly objects, but I think as far as you need to know at this stage, they are objects.
Without objects, you'll end up with lists and lists and dictionary after dictionary of stuff, you need to remember what each of these lists and dictionaries mean, and give them names that make sense. Create some classes and quickly everything is contained. Anything to do with the player is inside the player object for instance.
Good luck with your game, and if you have any questions any time, there're plenty of help here
