Hussar
Legend
/snip
2. Tavern: PCs spend a lot of time in the tavern. What if they stopped dropping coppers for beers and set up their own place. They decorate it with trophies of their own victories and their clientèle comes to bask in the glory of real life adventurers. Of course, NPCs adventuring parties will come to the tavern to find rumors, or while the PCs are on an adventure the place could be robbed of those trophies. Thieves guids and other organized crime might try and get a cut of the PC owners' action and rivals and villains might seed the establishment with spies.
/snip
Funnily enough, in campaigns I've played in that don't feature a great deal of travel, this has been pretty common. Then again, I'm usually the one instigating, so that might be the cause.
I remember some years back, we played in a campaign where the party liberated a semi-destroyed castle (it was one of the free adventures from WOTC, can't remember which one). We decided to squat on the castle and begin fixing it up. After a bit, we applied to the local baron to let us take actual title to the land and begin pacifying the area. That castle turned into one of the central elements of the campaign.
2e D&D had some rather detailed spell research rules that could soak up a great deal of time. The problem with it was it was a solo-game for the wizard only. Trying to convince the rest of the group to sit on their hands for six months while the wizard crafts a new spell is not very easy.
I think that if you want activities outside of the standard kill and loot cycle, you need to work together as a group to come up with something everyone wants to participate in and then work out a way that everyone gets to play at the same time. Five players lone wolfing around the table is no fun for any extended time.