Players over several long campaigns having levelled into the high teens can get into the final stages of the story line for the character. Players choose to make castles, create new towns and make businesses that can change the campaign setting itself. At some point you need to step in and say okay that's it you can have some say in this but I can't have the players running the world. So when is it best to step in and "take the reins"?
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When it stops being fun or when it stops being manageable. As long as your group is continuing to enjoy itself, and looks to be able to keep doing so, there is no good reason to stop. I know D&D 3.5 isn't particularly focused on realm management, and that sort of thing can be a major nightmare for the game master, but just because your trending in that direction doesn't mean the game needs to end. Personally, I would look to see if there are compatible systems for dealing with those sorts of things as well before I gave up. |
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A character becomes an NPC when the player chooses to retire them. If your players are enjoying the castle-building and such, feel free to allow it. I've had entire game sessions where players did nothing but plan castles with antimagic walls, or survey the kingdom they conquered using a loophole regarding incorporeal undead with the ability to create spawn. Use their late-game assests as a plot point for adventure. Have an army attack their castle, a dragon attack their town, or thieves target their business. If they've conquered the entire world, bring in other worlds. If they've really conquered everything there is to conquer, and there's nowhere to go from here, then it's a good spot to end the campaign and start a new one. |
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A few times I've seen PCs be retired:
But regardless of the situation, if the character is still alive they should never truly become NPCs. If the retired Fighter is the local Lord, and the current group rescued Miss Hamlet from the Orc warcamp, have the Lord host a banquet in the character's honor. It's a great way to play that character again for a few scenes (or an entire evening), and yet the character won't unbalance the game. However, if the player's new PC needs to talk to the old PC, then the old PC (typically) is picked up by the GM for those scenes. |
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I would argue that something like building your own castle or your own town would be something which would require all of a character's time. Or, at the very least it would require enough of their time that adventuring would, for the most part, be impossible. If your characters have amassed enough wealth that they can build a castle or a town, you might consider a couple of options:
The second option and third options would even create some good opportunities for new adventures for the PC as they try to hunt down the thief or they try to find a way to restore their reputation with the town that they abandoned to run off adventuring or to build up their reputation in new parts. As an aside, if they are amassing that much wealth before they hit "epic" levels, you might consider that your giving them too much treasure. |
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When someone gets tired of playing their character, but doesn't want to just kill them off. Also if someone gets heavily invested with castles and land mantience, they should be quasi-NPCs, they act like NPCs most of the time with the DM doing the day to day grind, but the player still gets to handle any major decisions for what they do in response to world wide events or major issues that crop up. And occasionally break out of retirement to get this or that. It can work out well if a character with the leadership feat does this, as they can take over their cohort to remain with the party as eyes and ears, while the followers stay with the leader and work/live on the lands he has. This of course breaks the cohort dynamic somewhat, but it's fine if you wanna roll with it, just don't penalize the leadership guy for releasing the cohort and it works fine. |
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