I've been entertained by this discussion of high magic v low magic campaigns. This is really just a personal preference and mindset issue.
I recently played in a Greyhawk campaign that was high magic. In that game, access to magic items was not an issue. There was a flousihing trade in magical items in larger cities, but cost (it seems my character was always short on cash) was prohibitive. Despite its high magic feel, the wonder of magical items, new spells, etc. was kept alive through good story telling and character interaction. ScyldSceafing, the DM, in the Concerning Celene story kept the wonder alive with "you have never seen [insert character name] do this before. [interest description of action/spell/whatever]." The fact there was access to high magic didn't reduce roleplay or alter the game whatsoever.
I current play in JoshDyal's Dark Heritage game which, as you all know, is low magic. Limited access to magic spells and items (as though you'd really want to use them considering saniety loss) and no access to magical healing. The players' approach to tactical situation has to change between the high and low magic, and the DM must reconsider the appropriate encounter level considering the low magic setting. The play is still enjoyable.
While a low magic campaign changes player strategy, it doesn't, IMO, limited character options. The options remain the same - class, feat and skill selection. Like the Rogue/Wizard I played in Concerning Celene and the Wildlander/Fighter I play in Dark Heritage, character options all boil down to what you choose and what you do with those choices.
I recently played in a Greyhawk campaign that was high magic. In that game, access to magic items was not an issue. There was a flousihing trade in magical items in larger cities, but cost (it seems my character was always short on cash) was prohibitive. Despite its high magic feel, the wonder of magical items, new spells, etc. was kept alive through good story telling and character interaction. ScyldSceafing, the DM, in the Concerning Celene story kept the wonder alive with "you have never seen [insert character name] do this before. [interest description of action/spell/whatever]." The fact there was access to high magic didn't reduce roleplay or alter the game whatsoever.
I current play in JoshDyal's Dark Heritage game which, as you all know, is low magic. Limited access to magic spells and items (as though you'd really want to use them considering saniety loss) and no access to magical healing. The players' approach to tactical situation has to change between the high and low magic, and the DM must reconsider the appropriate encounter level considering the low magic setting. The play is still enjoyable.
While a low magic campaign changes player strategy, it doesn't, IMO, limited character options. The options remain the same - class, feat and skill selection. Like the Rogue/Wizard I played in Concerning Celene and the Wildlander/Fighter I play in Dark Heritage, character options all boil down to what you choose and what you do with those choices.