Kamikaze Midget said:
So how would you say it was lower-magic, if magic was more easily-available? Wouldn't the PC's have more magical toys in this campaign than they would in most campaigns? I suppose, unless the Mercane/Arcane were present and the PC's just couldn't buy any of it. Which would be an odd circumstance to claim as a Magic Mart kind of situation since a magic mart would be somewhere where the magic items are easily available, and if the PC's can't afford it it's not easily available...
There was one Arcane "branch office" in one major city. This meant that there was one (known) place that you could go to buy from a MagicMart in the entire world. Overall, the world was lower magic than the 3.X D&D standard, but there was one source that was outside the norm. Field agents of the Arcane would scout the world on buying trips, though, so that you could sell magic items more readily than buy them. It was my attempt to connect the campaign world to the overarching Spelljammer campaign "worlds".
It perhaps helped that there was no ready access to Teleport magic. It also helped that this was for a group which contained (at the time) no one else who was DMing. Their idea of "what magic was out there" was largely based on what they had encountered, as well as the obvious "legendary" items (such as the vorpal sword) that everyone knew.
IMC, I tend to make it possible to gain more than standard magic at lower levels, but make the "cap" somewhat lower than that of 3.X at mid-levels and far lower at high-levels. So, at times, more magic than the norm is available, while at other times less is. Effectively, the world keeps the same "level" of magic throughout the campaign.
In my recent rewrite of the D&D rules, I have made this concept even stronger by making character skill more important than gear. For example, by using a system of weapon skill ranks, I give players the option of Power Attack for free (moving ranks from attack roll to damage roll), meaning that your skill ranks can help to overcome DR. Likewise, I use Action Points that can only be gained by meeting role-playing goals.
This game, in all its editions, can use a wide variety of elements to create an even wider variety of "feels", power levels, and so on.
RC