A lot of posters seem to complain that ye olde "save the world from massive threat"-scenario is lame. I'm wondering - what's going on in your campaigns, especially at high levels and epic proportions?
Save the world is so much easier to use.
If the heroes' motivation is money, they become risk-averse (you have to live to spend it, right?).
For instance, I played my group's first session of Traveller. For the most part, we're merchants. On a weird planet (clothes and oil being the big thing there) we were contacted by this weird, three foot tall barely sentient penguin. It had a psychic ability that could render it invisible.
It wanted us to rescue its companion locked in a secret government facility. However, it could offer us little in the way of renumeration, a big deal since our ship has a massive mortgage on it. (Several character -- at least three -- are filthy rich, and together the whole group owns about 26% of the value of the ship.)
I was all for sneaking into the facility, but the group kept asking the
barely sentient creature how it got out (the thing's grasp of technology was very weak; it thought grenades were just rocks, for instance), wanted it to draw a map (the thing was dumb), acted like it was lying (even after they found out it could turn invisible) and we spent an irrelevant half hour or so going to the "penguin village" and trying to extract more gold out of them and make the barely sentient creatures into an army to storm the base. (Which would, of course, just increase casualties.) We only got the one thing to go with us, which was fine by me because the dumb things were really annoying.
(This turned out to be important for plot reasons, but the inability to see the future turned the whole damn village into an exercise in frustration for me. And we would have found out about at the base anyway, especially since we could capture prisoners there.)
Finally we sneaked into the base, and the other players wanted to use the penguin as a scout. It could turn invisible, but the thing was so dumb it couldn't have really helped us. Then again, we all felt dumb when we figured out the first encounter.
So, I was getting quite grumpy at the group's wimpiness and so my character stormed off. And by stormed off I meant cautiously peered around the corner, since angry doesn't have to be synonymous with stupid (and this was a military base, potentially filled with hostile soldiers). I saw a large metal thing, and very briefly thought it was a combat robot before I realized the thing was an automated
vacuum cleaner. The whole group had been terrified that there was "something bad" around the corner.
Good thing we didn't send the dunce; it probably would have said "I dunno, it's a metal thing" and the group would have screamed "combat robot!" and run away. Scouts need a certain amount of intelligence, after all.
In the end, we found more cash inside the facility than we could have gotten from the dumb penguin-thing village. However, the inability to see into the future was probably dismotivating the other players.
I ran into a similar problem running Raiders of Oakhurst. The players basically wanted to skip the final encounter, preferring to abandon the village to the dragon. Since the dragon was basically a baby, having it hire bounty hunters to hunt the PCs down was basically out of the question. (Also, I hate demonic dragons. I kind of like dumb force of rage dragons instead.)