Lurker wrote:Arduin wrote:Sounds like every game I've GM'ed for the last 30+ years.Breakdaddy wrote:If you've ever gamed with the Chenault bros. you would find that in their campaign there are no magic item shops with easy to purchase mystical goods.
Me too on that. My home brew worlds are always low magic and therefor no way to go into a village and buy/sell magic armor.
Well I take that back, I did have a world that was kind of "Starfall" based and was high magic, but that isn't my norm ...
I'm definitely not knocking you guys, not in the least, but the occasional magic-laden games are kind of fun (in my opinion). For me, it allows me to see some of the cooler magical items from the books in play. What good is a Holy Avenger, a Robe of the Archmagi, or a Ring of Wishes if you never get to see them in action? Never getting to see the player interaction with said items, never see the wonder or excitement of getting one of these bad boys. I'm not saying you guys don't give out the cool stuff, and I've had my share of low-magic campaigns, but it's always been a head-scratcher to me why 30 years of low magic campaigns is bandied about like a badge of honor*. Maybe I'm missing something, and have been for a long time, and if that means I've offended anyone with this then you have my sincere apologies. I hope you guys know that it's never my intention to offend anyone.
So what is it? Is it the nature of your campaigns? Is it the desire to not have the inflation of power that magic items bring? Is it something else? I'm really curious as to why some people always prefer low magic campaigns.
* This is coming from a guy who intends to start his next campaign with the PCs (hopefully) surviving the first 20 minutes of the first session and find themselves destitute and gear-less!
