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Why keep adventuring?
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<blockquote data-quote="rgard" data-source="post: 3673497" data-attributes="member: 4157"><p>Yes, most probably do retire at 20th level. It's an end point for some gaming groups who don't want to shift into epic mode.</p><p></p><p>But once you are in epic levels there is fun to be had there too. From my experience it's been a mix of "Kill Your Enemies and Take Their Stuff" with political/kingdom/empire building activities...really "Kill Your Enemies and Take Their Stuff" on a big scale. Where your characters used to be killing their enemies on a more direct and personal level, you now have the opportunity to do it via followers and minions or via less violent means.</p><p></p><p>Maybe your party has established their stronghold and control so many square miles of land. Unfortunately, the area is dirt poor and your group decides that relieving the next door group of dwarves of their platinum mine is a worthy endeavor. Now you could send your pcs or their cohorts after the dwarves and fight it out, but instead you decide to procure the note on the mine held by a neighboring bank or rich guy. How you get that note can be the basis of the campaign for a few sessions and doesn't necessarily mean having to lay out the combat grid and roll initiative.</p><p></p><p>As others have said in the thread, the motivation to keep adventuring remains the same, but how you define adventuring can vary.</p><p></p><p>Thanks,</p><p>Rich</p></blockquote><p></p>
[QUOTE="rgard, post: 3673497, member: 4157"] Yes, most probably do retire at 20th level. It's an end point for some gaming groups who don't want to shift into epic mode. But once you are in epic levels there is fun to be had there too. From my experience it's been a mix of "Kill Your Enemies and Take Their Stuff" with political/kingdom/empire building activities...really "Kill Your Enemies and Take Their Stuff" on a big scale. Where your characters used to be killing their enemies on a more direct and personal level, you now have the opportunity to do it via followers and minions or via less violent means. Maybe your party has established their stronghold and control so many square miles of land. Unfortunately, the area is dirt poor and your group decides that relieving the next door group of dwarves of their platinum mine is a worthy endeavor. Now you could send your pcs or their cohorts after the dwarves and fight it out, but instead you decide to procure the note on the mine held by a neighboring bank or rich guy. How you get that note can be the basis of the campaign for a few sessions and doesn't necessarily mean having to lay out the combat grid and roll initiative. As others have said in the thread, the motivation to keep adventuring remains the same, but how you define adventuring can vary. Thanks, Rich [/QUOTE]
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