TheAuldGrump said:
Gothmog - the problem is that you made the assumption that not running a low magic campaign is the sign of an incompetent DM. And that is what does make you an incompetent DM in my eyes.
I have been running games since 1976, so the length of time 'in harness' does not exactly swing my opinion from my current stance that all styles of play are acceptable if the players and GM are having fun. And for what it is worth I have not had any difficulty running high level mystery adventures. Just remember what tools the PCs have to discover the clues, allow for them, and make them part of the game. Remember, the bad guys have access to some good stuff too.
The Auld Grump
If you look back at what I said, nowhere did I state that a DM who enjoys high magic games is less mature or incompetent as you imply, or that only good DMs run low magic. I have played in one very good high magic game, and I had fun with it, but the DM really took his time to make sure everything made sense and fit together well. If you choose to see me as incompetent, thats your perogative, but a 13 year campaign with hundreds of adventures under my belt and players who love the game I run argues otherwise. Throwing the word "incompetent" around smacks of elitism, and doesn't accomplish anything. Everyone has different preferences, and I certainly don't lose any sleep over what high-magic fans think of me changing my game to make it suit my tastes and that of my group.
If a DM and his group is having fun, then you're doing it right and the DM is competent, whether its low or high magic. Yes, some low-magic DMs are too restrictive and enjoy keeping characters weak and under their thumb, and some high magic DMs are all about the leet powerz, building twink characters, and devising counters for every PC ability- but not all DMs of either camp are like that. I don't understand why when someone mentions low magic in a thread and asks for advice, why high magic fans come in and threadcrap (not saying you are, just saying its a tendency of about six posters on these boards).
Knight Isa- talk to your players before you make any decisions, and see if they are enjoying the game. If so, then you're doing a good job. If they have points they want to see addressed, then ask them how they would like the game modified.
A good high magic setting is Dawnforge by FFG- its a shame only four books were published for it. Its about the beginnings of the mythic age in a typical fantasy world, and the PCs are designed to be the heroes of legend. Well done, and no baggage like the FR with tons of powerful PCs.
Another good one is Arcanis by Paradigm Concepts. Its not medieval, but more Roman Empire in feel. Has some gunpowder, a serpent empire, very different but incredibly cool cosmology, and lots of magical events.
Definitely start the PCs at first level- having them jump in at mid-level with magic items custom-tailored to them will cause problems. I'd recommend against letting PCs walk into a magic item shop and buy ready-made items- instead let them commission items from NPCs or make their own, or be awarded items for services rendered. The magic item emporiums where PCs walk in and hand over a couple thousand gold for a ready-made item in stock ALWAYS IME leads to an attempt to swindle/break into said emporium, and unless you're ready for that end of the campaign (which could be fun if your players don't mind being hunted) I'd avoid it. Also, be prepared for travel times to be cut by 90%, or negated entirely by 9th level or so due to Teleport or Wind Walk. PCs will likely be Scry/buff/Teleporting as well, so you're going to have to read up a lot on the books to formulate effective strategies and defenses for your baddies.