So, not only am I sick, my computer is currently offline, so this is not going to be a real writing day. Hopefully both of these issues will sort themselves out, but until then, here's a question which, while very simple, is the basis for a lot of very serious play: what do you need that neither power nor money can get you?
In some games this is easy, but it can be a bit tricky with high magic games like D&D, where very little is outside of the reach of a high level character. But it's worth it for one simple reason - it's the only way to bring your past along with you.
That may sound a little enigmatic, but consider the usual arc of a D&D campaign. How many NPCs that were important and relevant to your character at low levels can _possibly_ be relevant to them in the epic tier unless you find things that power and money can't address? Yes, a player can keep those elements in by brute force, choosing to make them stay relevant (with the fear that they may detonate the next time a godling sneezes) but that's unreliable unless there's something a character really needs.
Put another way, no matter how rich or powerful you get, there's always someone who can hurt you. Yes, I know, lone wolf orphans and all that, but that's the way people work. If you can get characters to work that way too, doors will open up, doors that probably merit their own non-sick post.
(One image that has stuck with me throughout this is the 27th level character coming back home for the holidays, and how that gets received. Every family is different, but I can't imagine a scenario where that's _not_ interesting.).