[RPG] How to run an adventure with the party in competition with an NPC party in a race for the MacGuffin

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I'm looking at the next leg of our campaign being a "race for the MacGuffin" scenario. The PCs (Rolemaster) have been chasing an evil sorceress for a while now. She is currently on her own but will have the help of some hired guns by the time the PCs catch up to her. I want to let them catch up but put them in a position where they can't actually kill her. She's working for someone powerful who will come after them if they kill her. But it's in a mercenary role so if they can get the MacGuffin for him he won't care what happens to her after that.

Boiling it down to the main points which aren't campaign specific:

  1. There are two adventuring parties: PCs and NPCs
  2. Both want to get to the same MacGuffin.
  3. There is a reason the PCs can't simply kill the bad guys off

The problem: I've never run or even read an adventure with competing adventuring parties. How can I run the adventure so as to pit one party against another without having it be a straight up brawl?

Best Answer

My first major campaign was almost exactly this structure, and it was a lot of fun. The setup was, the land was in danger of destruction due to the loss of eight magical load-bearing MacGuffins, so the rulers of the land offered enormous prizes for anyone who retrieved one of the MacGuffins. In my case, the PCs weren't aware that the rival party were evil until around halfway through the campaign, but most of the methods I'll describe will work even if the PCs already know the rival party are evil.

Exit Strategies

The rival party doesn't want to get squashed by the PCs - they have a goal to achieve, and unless the players manage to set up a situation where the only possible way for the rivals to win is by murdering the PCs, the rivals will avoid direct conflict. They'll take alternate routes to those used by the PCs, or try to get there first (or let the PCs get there first, if a route is dangerous). If the PCs do manage to encounter them, they won't stick around to talk or fight - they'll have teleportation magic, flight, or other fast-exit options at hand, and will use them early.

Minibosses and Goon Squads

Like you, I didn't want my players to immediately kill the rival party, but I still wanted to have conflict with them. I did this by giving the rival party a number of minions in the form of goon squads (lower-threat faceless mobs), plus a couple of named minibosses. In my case, the PCs didn't know right away that the minions worked for the rival party, and had an angry aha! moment when they figured it out. In your case, you can use minions to build up (good) frustration in your players as they keep having to fight the minions rather than the rival party itself.

Side Arc Antagonists

Your PCs don't always have to be directly opposing the rival party or its minions themselves. Especially on a MacGuffin quest, you can add in side arcs: find the key to open the dwarven door in Mount Doom, traverse the abandoned mines to reach the Sage of Sight, get directions from the Sage about how to avoid the traps protecting the MacGuffin, etc etc etc.

In each of those arcs, the PCs will be fighting not the rival party, but a unique antagonist to that arc: the dragon whose hoard contains the key, or the goblin king who's taken over the mine. The PCs can still make progress toward thwarting the rival team, either in obvious ways (by getting the key first) or subtle ones (by convincing the Sage to give the rivals incorrect information). But they aren't ever in a situation where they could kill the rivals - only hinder them.

Common Goals

(This suggestion is less useful in your specific case, but including for completeness)

In my game, many, many "teams" (aka NPC parties) participated in the quest for the eight MacGuffins, and the specific rival group was only one of those myriad teams - albeit one which the PCs kept running into. Those encounters allowed me to hint at the rival party's true, evil nature, while the fact that all eight MacGuffins were needed to save the land meant that the PCs were more comfortable pointing the rival party at some other MacGuffin rather than outright killing them (at least until the reveal). By giving the appearance that the PC party and the rival party are working toward a common goal, you can build up a (maybe not-so-)friendly rivalry that isn't hostile enough to warrant murder.

tl;dr

When running a campaign with a rival party, give your players lots of antagonists to focus on which aren't the rival party themselves, give the rival party multiple effective exit strategies, and build in story reasons for the PCs to work with the rival party instead of murdering them outright.

One final note: your players may surprise you by finding a way to kill the rivals early despite all your precautions. If so, roll with it! Your plot doesn't have to be over just because the PCs outmaneuvered your villain. Add in a surprise Greater-Scope Villain who was using your original villain as a cats-paw, or a reveal that the MacGuffin itself is evil or dangerous, and the rival party was actually trying to stop it being unleashed, or some other twist. Your players will always surprise you, so make sure you're prepared to surprise them back.