A'koss
Explorer
Hunh... back in those days the prevelent attitude in my games was - once you could afford to buy a keep, you did. Because then you "made it", you were somebody now. Lord somebody in fact.Dr. Awkward said:In your campaign, anyway. In mine they didn't bother with all that. They were too busy looking for bigger fish to fry. However, the common element between our two campaigns was the dungeon -> killing -> loot equation.
When Test of the Warlords came out we still played it with 2e rules, but that solidfied the breakpoint -15th level- where everyone starting looking at where to build their castle (Dragon Mag had several cool designs in one ish.), tower (modeled after the High Clerist tower, of course), or exotic fortress (built into a cliffside, tree-town, desert monolith, etc.). Except the theives of course, who would half the time start their own guilds, the other half mooch off the PCs who did drop the cash on the castle.
The PCs still went out and adventured, but there would be bigger jumps in time between them. I think a lot of the attraction was having your own "home base", the grander the better as well as having your own "home town", just the way you like it (and tax it
