Rules Index | GM Screen


Campaign Systems / Retirement

The Simple Life

Source Ultimate Campaign pg. 186
When most people think of retired adventurers, they think of the explorer-turned-tavern owner or the seasoned veteran who now patrols the streets as sheriff. These are characters who turned away from excitement and danger to live simpler, safer lives within the confines of civilization. This is an excellent option for PCs who have strong ties to a particular settlement or who possess skills or abilities that would be of use in the world outside the dungeon. If you’re interested in having your PC retire this way, work with the GM to determine what sort of occupation your character can pursue and what location in the campaign world is best for that role.

The GM should consider what impact the ex-PC has on the region. If a 3rd-level wizard moves to a thorp or hamlet he will make waves, but he would have hardly any effect on a large town or city. On the other hand, a newly arrived 15th-level cleric radically alters the social and political structures of just about any region unless the character takes great pains to be unobtrusive. The GM should discuss with you what the character’s goals for retirement are and how he plans to accomplish them. For example, does he want to build or buy a home or business? Will he build it himself or hire local workers? Does the PC plan to marry? Have or adopt children? What relationship does he want to have with the local NPCs? Will he participate in politics? Answering these questions helps ensure the character becomes a part of the setting rather than forgotten or a tacked-on addition.