Scott, over at Gnome Stew, has four ways to make your characters more enjoyable to play. Go check them out!
I’m primary a game master. My highest level character ever was a 13th level monk in D&D 3.0. Unless things change, he will probably be the pinnacle of my player life. I’ve run a large number of games, and some of them have gotten the players to the top of the XP chart. When they get to that level, it’s really difficult to put a challenge in front of them that they’ll enjoy. The challenge can’t just be more HP, more damage and more special abilities out of the monsters. It has to be more than that. Go check Sly Flourish and see what Mike has to say on the matter.
Ameron over at Dungeon’s Master.com has some decent advice on how to make a more well rounded character. My suggestion is slightly counter to his. I say you should be able to do three things very well. Once you’ve mastered those three things, then push for learning new things with your character. I think, in the end, you’ll be happier with your character.
Ah, prophecies. They’re the great go to gun for any GM that is having their game side tracked. Go see what Mike over at Campaign Mastery has to say about using them gently in your game and how to avoid railroading your players through the use of prophecies.
In the past, I ran a fairly good Hero Fantasy game. I didn’t bother spending hours and hours building monsters and bad guys for the players to do battle with. I had a set of stats for monsters that I would gradually increase as the players got better at what they did. I’d then take those base stats and add “window dressing” to them to fit the mood, location and style of game we were playing. It worked out very well and saved me tons and tons of time. If you want more details about doing such a thing, go visit Gnome Stew and see what Patrick has to say.