[RPG] How to make the carrying mission interesting

gm-techniques

Often my quest will boil down to Dungeons or Go to X because of Y to do Z (I may over simplify it but let's focus on that). Dungeons, I can make those as awesome as they can be. Awesome rooms with weird features, cool encounters and traps. The goal of the dungeon can be simple or complex (IE get in there to get treasure or simply sandbox exploration). But for carrying missions, I think they can be really bland and I don't know I to deal with it.

A good example of a carrying mission is like: Escort the merchant through the woods because they are full of bandits. Another good example would be the movie Season of the Witch. Yes I can pepper the journey with encounters such as bandits attack or even a skill challenge like some sudden tight road on the side of a cliff. The players will be expecting the attacks so nothing interesting there.

How can I spice up carrying missions?

Best Answer

The real way to spice up anything in a game is to give it some more flavor. Instead of merely escorting the princess through the forest, she's injured and needs medical attention beyond what the players can provide, and there's a rival kingdom seeking to take her for ransom. Give it more than just a "Do this." feel, give it a "Do this, quickly, or else things might go wrong." Better yet, when you're doing this, don't have plans that are contingent on a certain outcome; the players are traveling with the princess because they have a mutual destination, nobody knows they're doing it and they'll be at worst under a little scrutiny when it turns out that she doesn't arrive.

Alternatively, play counter to their expectations; they see someone lurking in the forests and it turns out that they're refugees (bonus points if the players attack without positive identification). They think they're escorting a merchant, but they're stopped by Imperial guards who ask why they're traveling with a known smuggler and massive amounts of contraband. The merchant wanders off in the night. The merchant turns out to be capturing them for a bounty. The merchant is actually a greater demon who will eat their souls in the night. The merchant has actually been a cat all along, and can't sell anything at all. The merchant decides to turn around and go home, but the players want to go where he's going, forcing them to choose between getting paid or making progress. The bandits turn out to be former allies of the player, and the merchant turns out to be a scumbag. The bandits turn out to be scumbags, but the merchant is worse. There are no bandits, but instead spirits who are upset with the merchant in particular for desecrating a holy site (preferably one sacred to a player character). The merchant catches a disease. The players contract diseases. Disease kills the merchant en-route. The merchant turns out to be bankrupt, and this discovery is made mid-journey. The merchant is transporting slaves/contraband/other things the players morally object to. The merchant is a terrorist. Give the players a moral choice; the merchant or an injured person needing assistance. Don't make escort quests solely dependent on escorting-flexibility and dynamism are key.

Sometimes, however, stuff's just going to start to feel bland. It's the eightieth escort quest, the tenth world-threatening dungeon-dweller, and the seventeenth damsel in distress, and the players need a change of pace. Be on the lookout for alternate story hooks; defense missions, for instance, to steal a reviled video game method, actually make decent tabletop scenarios. Have them look for something out of the ordinary.

It's not really the journey that matters, it's how they get there.