One thing I thought I would briefly mull on is the concept of character retirement. A high level character is hell on wheels, why not simply reforge the whole world with one hand behind your back? Now sometimes doing just that is a good idea in a one shot world, the other option is to have a ridiculous number of other stupidly high level NPC's around to balance things out. But then you can't make ANY major changes..what fun is that?
In piecemeal, it is also very hard to level past the key points if you just pick on the weaker..you need to do grand and epic things to go up.
But eventually everyone reaches their limit. The rule I use is that when you have reached the maximum level possible without breaching a new keypoint and earn enough XP to reach the next level (past the keypoint) without breaching said keypoint. You retire (more on the mechanics further down).
What does this mean? Lets say you have done something of minor import (being local hero) and breached the first keypoint/milestone and reached level one. You battle your way up to level 5, the maximum level you can reach without breaching another keypoint (by say slaying a dragon) and becoming a national hero (or villain). You can keep earning XP and adventuring until level 6 would be reached if possible. At that point you retire (you can also change this until you would reach level 7).
You've milked your heroism/villainy for all its worth and the fates no longer favour you, you're old news. So in sets retirement.
What does retirement mean? A retired individual cannot regain any luck points they lose (HP beyond physical durability if you haven't read that article), either normally or through magic. They also no longer gain fate or destiny points (re-rolls). This makes them still powerful, but if they keep fighting it out on piddly battles they will fall eventually. Thus they shift to more of a political game (or a simple life).
How does retirement end?
Option 1.) You manage to breach a key point and regain the call to adventure! You finally slay that dragon and the fates take notice of you once more, like John Travolta after "Pulp Fiction!" you are back in action and trying to forget "Look who's talking III" with all your heart.
Option 2.) Up and coming punks try to prove their mettle by taking you on. Up until you finish up these glory seekers (who are out to get you and not vice versa) you can regain your luck and prove you aren't dead yet. You may be down but you aren't out... (also why PC's should be wary of taking out retired villains)
Option 3.) Six feet under, you finally croak and make your trip to the afterlife.
Pros: Allows PC's to have a "wrap up" period after a long campaign to make changes to the world without getting into a ridiculous and overdrawn "wank fest" that permanently despoils the campaign setting.
Cons: Sometimes PC's want to have an unkillable uber-PC who goes on said "wank fest"
Welcome to your doom
8 hours ago