the Jester
Legend
Thanks for this. I appreciate that you had this experience. But I'm not sure that speaks to how a low magic 5e game will necessarily run. Anecdote vs evidence and all that.Ive experienced it twice. Seen it at least.
Most of the nonmagical official monsters are boring as heck. There's no official rewards that means anything once you take out magic items. And if you do throw in a magical monster or a tough noncombat obstacle, you'll quickly realize that the characters were designed to be extremely narrow and rigid without magic.
This forces low or no magic campaigns to need on iffy or unreliably of 3PP product market.
And this is because of 2 things. D&D has a history of being a higher magic game. And there are many definitions of low magic. So WOTC hallway supporting it doesn't work.
Depending on how strictly you define low magic, I have run a lot of low magic item games and I have played in a couple, too, and my experience was pretty different than yours. As a player, I found it smooth but challenging, and sometimes required us to use creative or unorthodox tactics and strategies. As a DM, I let the pcs use the resources they had (spells, class abilities, etc) and didn't really turn anything down for them and it seemed fine.
As for rewards, there are all kinds of things you can do without magic items- the DMG discusses this with things like boons, bonus feats, etc. Money, land, position, reputation- there are tons of nonmagical rewards out there. What they are actually worth varies with the campaign, but things like a fleet of merchant vessels, a business, a noble title and castle, or access to a gang of thieves and spies are all pretty awesome rewards that are (I think) actually better in a low magic item game than they are in a standard game.