I'm thinking we should write an article on running a low-magic d&d campaign, then we can show them how its done.
I have returned to this article as a discussion with several members of my gaming group have expressed an interest in doing a "low magic" campaign. I have several questions regarding the creation of a "low magic world" that I think I might be able to get some answers on thru the discussion this forum has to offer.
First, what classifies as "low magic." When you are dealing with inherently magical races, like beholders, dragons, undead, etc., one must determine if their existence still constitutes a "low magic environment" or if you need to eliminate such races to create a truly "low magic envirnoment." If you elminate them, or make them scarce in number, you may be able to constitute your setting as "low magic," but it also eliminates many of the inhuman opponents that a GM can throw against the players.
Second, are you limiting magic to a certain kind; i.e. divine v. arcane? This too could create a low magic campaign if you elimiate one style or another almost completely by making the requirements too high, or the magic not worth the price, such as a vitalizing option as found in Unearthed Arcana.
Lastly, how does the level of technology effect your "low magic" setting? So you don't give the characters access to magic or magic items, but you increase the level of tech they could have access to, but set the "price" for such tech high, either thru a questing, making allegiences, having it be outlawed, and/or spending time to manufacture the tech instead of being out raking in the loot.
These are just some of the concerns that we discussed. Thoughts, concerns, advice?