I felt I should chime in on the other side.
In my current game (playing, not DMing), the characters were made using Forgotten Realms guidelines, as that's where we were. We were made with standard wealth guidelines. We also knew that the game would revolve around exploring a new world. We had no idea what this meant really - sailing an ocean? down in a deep cave? planeshifting?
As it turns out, we were hired by some big-time wizard (after rounds of tests against 100s of other 'applicants') to explore this world that he had found through a cave. It was a complete other world (some sort of plane-jumping thing in the cave). As it turned out, the government of this world had outlawed magic in all its forms. The higher-ups weilded magic for themselves, and also to frighten the rest of the populace.
Though it was not in our original charter, we've decided to take it upon ourselves to "fix" this problem. We're currently searching for allies in this pursuit, to help give magical power back to the people.
However, being as magic is illegal, magic items are pretty hard to come by. We've come across a few, but we're now 8th level characters with little more magical equipment than we had at 5th level (the level we made our characters at).
Regardless of this, the game is running quite smoothly. The fact that we seem underequipped ( even though we're not - we would be underequipped on Faerun, but not here) has come up once or twice, but it's quickly passed over and the game goes on. Everyone still has fun. If anything, the less emphasis on our equipment has allowed us to put more emphasis on character-building (in the roleplaying sense).
We're having fun even though a) we don't have as much magic as we thought we should, and b) we weren't told about this beforehand. In my opinion, knowing about this beforehand would have drastically changed the types of characters we made. It's often fun to play characters trying to deal with being not in their element.
Oh, and for the record, here's the character roster:
Elven Scout (me)
Human Barbarian/Sorcerer
Human Cleric (npc)*
Human Luck-Fighter-or-something (custom class, I haven't asked specifics, none of my in-character business)
Elven Monk (I think. Again, haven't asked.)
Human Ranger (I think. See above.)
* She's the "leader" of the group, as far as our big-time wizard patron is concerned. She doesn't force her will on the rest of us though, like some DM's npcs (so i've heard) can do.
In my current game (playing, not DMing), the characters were made using Forgotten Realms guidelines, as that's where we were. We were made with standard wealth guidelines. We also knew that the game would revolve around exploring a new world. We had no idea what this meant really - sailing an ocean? down in a deep cave? planeshifting?
As it turns out, we were hired by some big-time wizard (after rounds of tests against 100s of other 'applicants') to explore this world that he had found through a cave. It was a complete other world (some sort of plane-jumping thing in the cave). As it turned out, the government of this world had outlawed magic in all its forms. The higher-ups weilded magic for themselves, and also to frighten the rest of the populace.
Though it was not in our original charter, we've decided to take it upon ourselves to "fix" this problem. We're currently searching for allies in this pursuit, to help give magical power back to the people.
However, being as magic is illegal, magic items are pretty hard to come by. We've come across a few, but we're now 8th level characters with little more magical equipment than we had at 5th level (the level we made our characters at).
Regardless of this, the game is running quite smoothly. The fact that we seem underequipped ( even though we're not - we would be underequipped on Faerun, but not here) has come up once or twice, but it's quickly passed over and the game goes on. Everyone still has fun. If anything, the less emphasis on our equipment has allowed us to put more emphasis on character-building (in the roleplaying sense).
We're having fun even though a) we don't have as much magic as we thought we should, and b) we weren't told about this beforehand. In my opinion, knowing about this beforehand would have drastically changed the types of characters we made. It's often fun to play characters trying to deal with being not in their element.
Oh, and for the record, here's the character roster:
Elven Scout (me)
Human Barbarian/Sorcerer
Human Cleric (npc)*
Human Luck-Fighter-or-something (custom class, I haven't asked specifics, none of my in-character business)
Elven Monk (I think. Again, haven't asked.)
Human Ranger (I think. See above.)
* She's the "leader" of the group, as far as our big-time wizard patron is concerned. She doesn't force her will on the rest of us though, like some DM's npcs (so i've heard) can do.