delericho said:
It's quite hard to write a book that actively reduces the number of options that are out there.
I think it requires thinking of different types of options. Iron Heroes, for example, has plenty of options, and is definitely low magic. As was pointed out earlier, my revisions are lower magic (but not low magic) and I dare say they have a good many times the options available in the SRD.
Or, low magic campaigns relieve the DM of the responsibility of considering how magic changes the world, of considering how the extraordinary abilities of the PCs might casually derail his plot. By reducing the power level of PCs, it becomes easier to insulate the setting from the abilities of high level PCs to affect the landscape. Low magic reduces the required work.
Considering how something that does not have internally consistent laws changes the world is fairly easy in comparison to the research required to know how something was done in the real world at any given level of technology.
Also, you assume that the DM has a "plot" which the PCs should follow and can "derail". Something like, perhaps, the current prevelance of "Adventure Paths" in Dungeon or the old A1-4 through
Queen of the Demonweb Pit. If you make this assumption (I do not) then it is still easier to claim that some unknown magical effect prevents the PCs from teleporting (some of the old higher-magic modules were rife with this) than it is to come up with a rational reason to cause the PCs to choose to follow your plot.
Finally, I've never heard anyone claim that PCs need incredible magic at their disposal to derail a DM's plans before. This one's entirely new to me!
In high magic settings, the basic assumptions that players have grown up with no longer apply. It is no longer the case that a man cannot fly, a closed room does not mean someone didn't leave, and just because you didn't tell anyone your secret doesn't mean it hasn't already been broadcast to the world. Players are therefore forced to think in an alien mindset, and the DM is faced with the burden of making it all makes sense, because if the setting is not internally consistent then you're just making it up as you go.
In either a high magic or a low magic setting, there are basic assumptions that you have grown up with that no longer apply. Because magic so often imitates technology (lightning rail, anyone?) in a high magic setting, the basics of existence are similar to that of the modern world. Food may well come from a supermarket; you can transit quickly from Britain to the United States. In a low magic setting, the mindset is not the same as that of the modern world, and requires greater adjustment.
Alternatively, in the high magic world the rules of magic are clearly understood. So, you might have a technobabble explanation for how something works, but you need that explanation. In a low magic game, "it's magic" is enough, since no-one really understands how magic works. All you need is some notion of how the magic got there, and you can do anything you want.
Other way around.
A high magic world is saturated by magic, most often, and folks just tap in. What is the official explanation for magic in Greyhawk, for example? In a low magic world any incidence of magic requires some reason for it to be present.
And a bad big budget film is better than a badly made low budget film, because at least the audience can be distracted by the effects. And a well-made big budget film brings more to the table than any any cheaply made film can.
Yes to the first, no to the second. Yes to the first is, as I said earlier, why I believe WotC decided to go "Big Budget" with D&D. As far as the second goes, there have been many small films that show an independent and self-contained vision that is stronger than a committee-made decision could be.
Night of the Living Dead is better without a big budget, IMHO. The same with
Clerks. There are times that effects can do nothing other than detract from the content.
I think perhaps you are confusing your own preferences with an objective measure of quality.
Maybe. OTOH, I didn't say that low magic was objectively better than high magic. What I said was that the argument that "low magic was for lazy DMs" is objectively wrong.

Also, that there is a place for low magic games, and that I would be happy (subjective, note, not objective) if WotC put out such a product (even though I doubt that they ever will).
If they did create such a product, I would buy it to glean ideas from....But it would have to be spectacular to make me give up the work I've already done.
