sigma999 at [unixtime wrote:1186497332[/unixtime]]In Arthurian tales I'd say the whole damned thing is definitely not low-magic.
Well, part of that is going to be influenced by how very inconsistently the term "low magic" is used.
There are at least three axes that people use interchangeably when talking about low vs. high magic, as well as two random other things:
Subtle vs. flashy. Most stories do not have the clear demarcation of action classification that games tend to necessitate, so from an in-character perspective there can be a real question of if magic is being used at all. Is it a natural occurrence, an affinity for nature, fate, passion, or some sort of magic? In a story, you probably can't tell. In game, the guy next to you looks up the spell he's using. Many people believe that the mechanical construction of such game actions dictate the in-game representation than is true at all. However, some effects can be intrinsically spectacular and tend to defy a subtle representation.
Level of impact on the world. If a world is shaped by and lives and breathes magic, is it "low magic", even if that magic is subtle to the point of having a questionable existence? This is an area of particular inconsistency, since while most everyone tends to agree that being subtle is a hallmark of low magic, assertions about the level scarcity and impact that "low magic" mandates vary. Sometimes this pushes to the point of logical inconsistency where a setting refuses to include the clear consequences of the the magic contained therein.
Power. Myself, I would tend to think that the two above combine sufficiently to override power as a distinct concern. However, many folk look toward this as a separate issue when considering something as "low magic" or not. Is there really an aspect of magic that is unique to a certain level of power that is not already reflected in its level of impact and flashiness? Does capping spell levels really mean anything in regard to making a setting more low magic? Higher level spells do tend to have greater impact and can be very flashy indeed, but not exclusively or uniquely so.
Special. Wanting magic to "feel special" or keeping magic away from players look like things you want out of a setting, not out of the whole category of "low magic." Still, these end results are often referenced as metrics for judging a perspective low magic setting, or if the setting is "done right." And, as a cynical nod, to some DMs low magic certainly means that the PCs can't buck railroading with troublesome abilities.
Dependency. Some folk say that a system or setting can't be low magic if it requires magic for its normal balanced functioning. This makes a certain amount of sense. If you've decided that a low magic setting means that magic must be scarce and subtle, elements that require magic are best to be excluded. I do think that some of this goes further than that, to the idea and conception of anything dictating, expecting, or requiring the presence of magic to be a violation.
Go ahead and run some thought exercises, like the following:
In the world of Rethel, there perhaps exists only one form of magic. The culture believes in a ritual known as fatebinding, in which one takes their own life and makes a final wish. So long as no living being knows the contents of this wish, events inexorably conspire to fill this wish in some sense, in such a subtle fashion it will likely never to be known as magic. The world of Rethel has its history and setting awash in the impact of fatebinders, a rare few wishes known after the fact forming the base of the religion of the setting. Still, some disbelievers claim otherwise.
So... can a setting where commoners can cast
wish and everyone knows about it possibly be low magic? This might plot well into the subtle region, but power and impact veer in the opposite direction.
Or just take D&D and cap it to first level spells and a caster level of 1. Also people feel like they just got kicked in the sack after casting any spell. Still,
magic missile is common parlance. Magic sucks now, but is this low magic?
Maybe take D&D and have everyone roll five dice when making a character/being born. No magic exists in the world except for the guys who roll 5 1s automatically gain a level of wizard every year of their life. How big do those dice need to be to make this setting low magic?
Then my favorite, take a session with a ranger and assassin written in game mechanic terms. Turn that into two stories, one where you explicitly mention things like
longstrider,
delay poison,
darkvision,
locate creature, and
feather fall. In the other, without contradicting the mandated mechanical effect of those actions, make no such mentions. Do either of these stories take place in a low magic setting? If the latter does not, how would you know from reading it alone?