How-To DM: Strongholds & Businesses
I’m talking about businesses and strongholds.
1) You never know how much things cost until you have to pay the bills.
All of this is a great way to separate the party from their hard-won gold.

2) Strongholds and businesses can be great springboards for adventures.
Let me ask you this: how many adventures do you have that begin in a tavern? How many campaigns have begun with a part of adventures sitting in a tavern?
Yeah, that was what I thought.
Well, now they own a tavern or an inn, and you can use those tropes as much as often as you want.
Something threatening the local lands? Maybe there is a tribe of hobgoblins nearby that keeps threatening the local lord’s power?
Well, now they are the lord’s that need help. And you can’t just hire adventurers to go do it for you (I mean, maybe you could, but why pay somebody else to do something that you can do yourself, and probably better!). Better go deal with it.

3) It gives the players and their characters a reason to be more invested into the world around them.
When they have hired NPCs that they will most likely, if you are doing your job as a dungeon master, that they will get to know and love. Imagine having your favorite housekeeper kidnapped! Imagine your Castle being under siege while you are away and your brave men at arms are holding the line while you figure out a way to help disperse this enemy from behind.
This kind of goes along with the idea of the property being a springboard for adventure, but those adventures become much more personal when your character has a stake in the outcome.

In Conclusion
Having the party own property can be overwhelming to deal with if not done right. But if you have a plan, it can be an awesome addition to any D&D or tabletop game.
It can help mitigate overwhelming amounts of treasure, be a springboard for other adventures, and give the players yet another reason to be invested in your game world.
Until next time, Dear Readers…