milotha said:
3) I've noticed that many of the GMs who are discussing wanting to play a "low magic grim and gritty" setting also stress a high degree of "realism" in their games. Many state that their are inconsistencies and way too oneupmanship associated with high/normal magic and they would rather do with out these problems. That there are too many world shaking consequences that they can't deal with. That's fine. I can completely understand it.
I've said things like this. I fully admit that magic produces many world shaking consquences that I can't deal with. I would also say that it produces many world shaking consequences that NO game designer or DM can deal with. While most DMs and designers (myself included) can manage to deal with a great many of the inconsistencies associated with trying to correlate a given magic level with our established setting appearance, and a great many of the logical impacts of having certain spells, I don't think there is a single one that gets it all. So "can't" is appropriate, but the question is the "too many" part of your last sentence.
Can I accept
some level of inconsistencies between the stated level of magic and the way the world looks? Can I be happy with having only
some of the economic impacts quantified? Sure. Everyone can. The exact level depends on the feel of the campaign, the types of adventures I'll be running, and the game's expected duration. If the DM likes my idea to play a rogue who builds a merchant empire, then the DM had better have seriously thought about how magic affects trade in his world (fabrication, transportation, negotiation, supply and demand).
milotha said:
B) Those types of players that have a higher level of suspending their disbelief. As is true when one goes to the movies. You can ignore minor unimportant plot holes and still have a good time. It doesn't matter that there are all these ramifications of spells. Some sort of explanation is fine.- "normal or high magic"
See, here's the difference: I can go to a movie and suspend disbelief much easier than if I'm watching a TV series. I watch Highlander or Buffy for several seasons, and eventually I wonder how the outside world reacts to the events of the series. If the writers act like the outside world doesn't ask questions about the repeated headless bodies or monsters walking around, it starts to grate. For a movie, that's not a problem in the least.
Likewise, I can more easily accept "DMG-level magic but the world looks kinda medieval" in a short campaign. Or in one where "the outside world" is mostly a place to rest between adventures.