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CheddarChampion
2020-08-11, 11:19 PM
My primary group is doing a West Marches / rotating DM thing. I have a plan for what to run when it is my turn, but the 'problem' is that it is an escort mission.

Escort missions have a reputation as being aggravating to deal with, mostly due to how the escortee(s) behave or how vulnerable they are.

The obvious solution is to make them savvy and capable but too much of that puts us in the territory of the "Dreaded DMPC." (Specifically the kind that ruins the fun for others, every DM controlled creature is technically a DMPC and all that.)

Aside from finding a middle ground for the escortee's power and making sure the players don't hate them, what else can I do to make an escort mission (specifically) more enjoyable?

GentlemanVoodoo
2020-08-12, 12:47 AM
My primary group is doing a West Marches / rotating DM thing. I have a plan for what to run when it is my turn, but the 'problem' is that it is an escort mission.

Escort missions have a reputation as being aggravating to deal with, mostly due to how the escortee(s) behave or how vulnerable they are.

The obvious solution is to make them savvy and capable but too much of that puts us in the territory of the "Dreaded DMPC." (Specifically the kind that ruins the fun for others, every DM controlled creature is technically a DMPC and all that.)

Aside from finding a middle ground for the escortee's power and making sure the players don't hate them, what else can I do to make an escort mission (specifically) more enjoyable?

This will largely depend on what the group you are playing with likes.

For instance, the group I run a game for is really into the roleplay aspect so I have found that gettng the players engaged with the person they are escorting in some way works. The usual route is having the players become mentors or teachers of sort for the NPC. Thereby through the roleplay angle they essentially see their investment of time and effort blossom as the NPC matures in some way.

So first question is what does the players you will be doing this for enjoy most. Fashioning the escort mission is then easier to do as all these are is just getting from point a to point b. So it is the journey itself that should be the fun and enjoyable part, depending on what elements they like.

Unoriginal
2020-08-12, 01:12 AM
My primary group is doing a West Marches / rotating DM thing. I have a plan for what to run when it is my turn, but the 'problem' is that it is an escort mission.

Escort missions have a reputation as being aggravating to deal with, mostly due to how the escortee(s) behave or how vulnerable they are.

The obvious solution is to make them savvy and capable but too much of that puts us in the territory of the "Dreaded DMPC." (Specifically the kind that ruins the fun for others, every DM controlled creature is technically a DMPC and all that.)

Aside from finding a middle ground for the escortee's power and making sure the players don't hate them, what else can I do to make an escort mission (specifically) more enjoyable?

Make the escortee an interesting character fun to be around first, and an escortee second. If the PCs strike a good rapport with the NPC either before or during the mission the players tend to enjoy it. And players also tend to want to see their PCs' friends succeed.

Even with NPCs who aren't friendly, it's usually possible to make them interesting enough to have the PCs want to stick around.



(Specifically the kind that ruins the fun for others, every DM controlled creature is technically a DMPC and all that.)

Incorrect. PCs and NPCs occupy different roles. A DMPC is when the DM is playing a character occupying the PC role.

CheddarChampion
2020-08-12, 01:26 AM
So first question is what does the players you will be doing this for enjoy most. Fashioning the escort mission is then easier to do as all these are is just getting from point a to point b. So it is the journey itself that should be the fun and enjoyable part, depending on what elements they like.

Makes sense to me! My group seems to prefer combat, decision making, and other obstacles. I'll give the NPC some helpful abilities but nothing that could solve the obstacles or dominate combat.


A DMPC is when the DM is playing a character occupying the PC role.

That's a good way of explaining it. I'm just acknowledging a semantics argument (about how a DM technically 'plays' as any character that's not a PC, NPCs only exist in spirit in a D&D game) to get it out of the way.

Unoriginal
2020-08-12, 01:38 AM
Seriously, though, it's really 90% down to presentation/personality.

Azuresun
2020-08-12, 05:20 AM
The obvious solution is to make them savvy and capable but too much of that puts us in the territory of the "Dreaded DMPC."

Center their abilities around helping the PC's rather than being overly competent themselves. Using the Help or Shove actions, casting buff or healing spells on the PC's, etc. It's fine for them to be powerful if they're using that power to make the PC's look cool.

Have them look to the PC's for what to do, and then do it quietly and competently. "Okay, you're the experts here, what do you want me to do?"

Have them be impressed or awestruck by what the PC's are doing. It's always nice to have an appreciative audience. :smalltongue:

Cheesegear
2020-08-12, 06:58 AM
Aside from finding a middle ground for the escortee's power and making sure the players don't hate them

1. I've found that the UA Sidekick rules are just underwhelming enough that you can make a decent DMPC without overshadowing the players.

2. Make sure the DMPC can actually do something that the players can't. Recently, I discovered that nobody in my players' party spoke Draconic, and as such when it wouldn't make any narrative sense to Lizardfolk and Kobolds to be speaking Common to each other, when Draconic is their first language (and Lizardfolk don't speak Common). This made it real handy for the party to have my DMPC around, because he served a purpose, being there. "What are the Lizardfolk saying, DMPC?" my players weren't engaging with me, the DM. They were interacting with the character.

For example;
Comprehend Languages, Detect Magic, Identify
Detect Thoughts, Locate Object, See Invisibility
Clairvoyance, Tongues
Legend Lore
etc.

Hot trash for a PC. I'm not wasting spell slots on that garbage. But hot damn if the DMPC has those spells prepared!

2. Escorts can typically be useful exposition dumpers. They can serve in-game as the DM's mouthpiece. The DMPC passes Knowledge checks so the party doesn't have to. Also, see the above spell list for ideas on what a DMPC can do to actively help the party, without being obtrusive and obnoxious.


what else can I do to make an escort mission (specifically) more enjoyable?

My players were very surprised when they found out that the reason that one of my DMPCs wasn't taking damage from hostiles was because he was a Lycanthrope!

Generally speaking, you want your DMPCs to fill a semi-vital non-combat role, and ideally they're important to the players' narrative - not to their own.

However, I always find it better if taking the DMPC feels like the players' choice. You should always have the option open for the players to reject them. That's one of the many reasons that players don't like escort quests, because it's very, very, very railroady, and it's really hard to hide the tracks.

Bobthewizard
2020-08-12, 07:43 AM
I had good luck making the NPC a pacifist Life cleric with no damaging spells except spiritual weapon. He helped with healing during combat but not really offensively. Healing is helpful without being overshadowing. I then let the players control him in combat.

da newt
2020-08-12, 07:55 AM
Specifically, what is it about escort missions that you find disagreeable? Or is it really the folks being escorted that you dislike?


For me the important part is a good reason to undertake the mission - if the hook is good and the party is motivated to succeed, everything else works better. Also it helps if the folks being escorted are worth saving and likable. If they are supposed to be weak and vulnerable for plot reasons, give them a good reason to be - little kids, pregnant ladies, village elders, a flirtatious princess, ... - someone the party will want to protect. And as others have said - make them appreciative and cooperative.

Maybe look to movies for inspiration - a bunch of them are just escort/journey missions. Lord of the Rings, Mad Max, etc.

Tanarii
2020-08-12, 08:04 AM
Find a way to kill them when they're seconds from accomplishing their goal?

Oh sorry, you meant from the player perspective. :smallamused:

HappyDaze
2020-08-12, 08:06 AM
In 5e, because of bounded accuracy, mercenaries (guards) and scouts can still be very useful in battle. If your group enjoys bigger encounters, this can be the time to go for it. Even if you don't do this too often, such NPC helpers can be great for securing camp when the PCs leave the escorted NPC behind to go into the heart of darkness/treasure/XP.

Man_Over_Game
2020-08-12, 10:05 AM
2. Make sure the DMPC can actually do something that the players can't. Recently, I discovered that nobody in my players' party spoke Draconic, and as such when it wouldn't make any narrative sense to Lizardfolk and Kobolds to be speaking Common to each other, when Draconic is their first language (and Lizardfolk don't speak Common). This made it real handy for the party to have my DMPC around, because he served a purpose, being there. "What are the Lizardfolk saying, DMPC?" my players weren't engaging with me, the DM. They were interacting with the character.

For example;
Comprehend Languages, Detect Magic, Identify
Detect Thoughts, Locate Object, See Invisibility
Clairvoyance, Tongues
Legend Lore
etc.

Hot trash for a PC. I'm not wasting spell slots on that garbage. But hot damn if the DMPC has those spells prepared!

2. Escorts can typically be useful exposition dumpers. They can serve in-game as the DM's mouthpiece. The DMPC passes Knowledge checks so the party doesn't have to. Also, see the above spell list for ideas on what a DMPC can do to actively help the party, without being obtrusive and obnoxious.



My players were very surprised when they found out that the reason that one of my DMPCs wasn't taking damage from hostiles was because he was a Lycanthrope!

Generally speaking, you want your DMPCs to fill a semi-vital non-combat role, and ideally they're important to the players' narrative - not to their own.

However, I always find it better if taking the DMPC feels like the players' choice. You should always have the option open for the players to reject them. That's one of the many reasons that players don't like escort quests, because it's very, very, very railroady, and it's really hard to hide the tracks.

Well said.

DMPCs only become a problem when they solve a problem a player could have solved, whether that's through plot, powers, or roleplay, as any time they do means that a player has less chance to actually 'play' (which is also why I always suggest players try to diversify as much as possible from one another).

Escort missions are really only annoying when they aren't providing the player some kind of benefit. Sometimes, that's combat, other times it's plot. That could also just be humor, or adding flair to the players' combat actions.

JNAProductions
2020-08-12, 10:37 AM
Make the creature being escorted sensible. For instance, if they're a noncombatant? They run and hide when combat starts, or stay under the wing of the Paladin with Protection Fighting Style, or whatever will keep them safest.

Also, make sure the person being escorted is reasonably likable. They don't have to be perfect or anything, but don't make it something the players HAVE to do, make it something they WANT to do.

Dr. Cliché
2020-08-12, 10:44 AM
Make the escortee an interesting character fun to be around first, and an escortee second. If the PCs strike a good rapport with the NPC either before or during the mission the players tend to enjoy it. And players also tend to want to see their PCs' friends succeed.

Even with NPCs who aren't friendly, it's usually possible to make them interesting enough to have the PCs want to stick around.

I think this is good advice. If the party don't have a good rapport with the NPC they're escorting, then they're unlikely to look at him favourably even if he's mechanically useful and behaves sensibly in combat.


In terms of combat, my suggestion would be to have the enemies want the NPC alive. That way, it's unlikely that an encounter will end with them getting killed and it basically being a game-over for that quest.

What's more, it also gives the players an out even if they lose a battle. If the NPC they were escorting gets captured, they can try and track down the ones who kidnapped them to get the NPC back, before the enemies get to a stronghold or whatever.

As far as the NPC's abilities go, I think it depends entirely on the context of who they are. A cleric trying to slip through the zealous domain of a different religion should probably at least have some healing magic, whereas a child probably won't be contributing much to combat at all. Either way, though, I think the best thing is to avoid them doing anything stupid or getting in the way. The PCs probably won't expect a young boy with no magic to be helping out in combat, but if he constantly runs at the enemy with nought but a dagger, putting himself in mortal danger (instead of hiding/dodging as appropriate), then the party are quickly going to tire of him.

NaughtyTiger
2020-08-12, 11:05 AM
Why aren't they fun?

Do the PCs just stand 5ft from the escort waiting for combat?
Do they have a plan for how to identify a threat before the escort is at risk?
Or what to do with the escort if there is a combat?

Do the enemies have a play to lure PCs away from the target?

greenstone
2020-08-12, 09:38 PM
Bring in a guest player to run the principal.

heavyfuel
2020-08-12, 10:45 PM
I don't think escort missions are as bad in TTRPG as they are in video-games.

In vgs you have to constantly worry about the stupid AI killing itself and you getting a game over. In TT, you don't have that. As long as the NPC stays out of the PCs' way and is interesting, then you're already off to an excellent start.

The largest problem arises when the NPC starts to get into the players' way. A weak NPC that refuses to stay away from battles or a strong NPC that steals the spotlight.

sithlordnergal
2020-08-12, 11:18 PM
Here's how I tend to make NPCs that the party enjoy:

1) Make them able to survive decently without the party. They don't need to be able to do as well as a full party, they're being escorted after all. But when evil Wizard Mcbandit shows up with three thugs and casts Fireball, the NPC should be able to survive and contribute during that fight without cowering behind the party's wagon.

2) Have the NPC be good at something. This could be a skill that no-one in the party has, speaking a language, or aiding in casting spells. I find the most well loved NPCs are the ones that can heal the party after a fight. Make sure to have a situation where the NPC can use those skills too, that way the party actually learns and sees them in action.

3) Give the NPC a small but memorable ability that aids the party in some way. I once DMed a game where there were only three players, and the party hired a cleric of sorts. I gave him the basic healing powers, but also gave him a 3/short rest ability that allowed him to use his reaction to give a PC a single attack. The players loved him because, despite him never hitting a single thing with his spells, he kept them healthy and gave them a slight boost during combat

4) Give them a memorable personality. During one game the party had to escort a Paladin to her allies. She eventually fully joined the party, and was considered extremely kind, but very sassy. She was memorable, and even today my players remember her.

5) Have them defer to the party, unless the party specifically asks for their suggestion. If there's a decision to be made, let the party make it instead of the NPC unless the NPC was hired for that specific purpos, or the party wants the NPC's input. And even then, only have the NPC take the lead if they were brought along for that specific job. An example of the NPC leading the party would be a guide through the wilderness.

Cheesegear
2020-08-12, 11:20 PM
I had good luck making the NPC a pacifist Life cleric with no damaging spells except spiritual weapon. He helped with healing during combat but not really offensively. Healing is helpful without being overshadowing. I then let the players control him in combat.

When DMing for smaller groups (3- and 2-person one-shots, generally), I typically put in a Healer of some kind, because in a small party, a crit or two (I refuse to hide my dice rolls) can spell disaster for a small group and ruin the whole night.

In larger groups, somebody in the party should be healing. I don't like giving my players a dedicated Healer who doesn't do anything else, ever, because that significantly reduces the threat of any potentially lethal combat encounter because the players know that not only do they have Healer in the group, but they have the best Healer (e.g; a Life Cleric) who will never use spell slots for anything else. It makes loss aversion go out the window, because players can't really lose... And I'm not a good enough DM to be able to change all my encounters on the fly like that. I know there's a quick formula to CR, but I never remember it at the table.

This is why I try and limit my DMPCs to non-combat and exposition roles. See below.


DMPCs only become a problem when they solve a problem a player could have solved, whether that's through plot, powers, or roleplay, as any time they do means that a player has less chance to actually 'play' (which is also why I always suggest players try to diversify as much as possible from one another).

As a DM, I hate writing out backstories and lore, that my players don't get to hear.
Do I make them roll Knowledge rolls? But they could fail those...

Do I leave convenient books lying around that coincidentally happen to detail exactly what it is they're looking at? "You come across an abandoned temple...Lying in the mud 20ft away, is a book detailing the entire temple. Obviously, you flick through the entire thing in 40 seconds (the book is 60 pages but don't let that stop you) and now know everything I need you to know." It doesn't work.

The easiest/best way to drop exposition on players is to have a DMPC. "Oh ****. This is the temple I've heard about..."

Of course, if you're making PCs, you can tie a lot into their backstory. But outside of the initial storyline, people might want to 'keep playing their character', or maybe bring in another character they've got lying around, and suddenly your players' backstories don't tie conveniently into the narrative you're trying to make...But the DMPCs will never have an excuse not to know something, because you - the DM - made them...And why would you make your DMPCs uselesss to the party?


That could also just be humor, or adding flair to the players' combat actions.

Oftentimes I find that I just want to run a personality. Unfortunately, as the DM, I'll never get to do that. So I throw in a DMPC to have 'my fun', if my players laugh and have a good time, they might ask me, the DM, if they can find DMPC when they get back to town and take them on another adventure. They will actively seek out a DMPC I made.

(Another time, I made a Horizon Walker DMPC, and the players spent ages trying to figure out how he could do what he did. The players come across the boss - a Green Hag. My DMPC says "Hello, Mother." OH ****! Everything fell into place immediately and my players were spending the combat with the Green Hag waiting for their 'friend' to turn bad.)

If my DMPC is obstructive and terribad, and my players are actively discussing knocking them out and tying them to the back of a horse...I know I've goof'd, and that DMPC is never seen again. I find a way to get them killed which is cathartic for the party.


Make the creature being escorted sensible. For instance, if they're a noncombatant? They run and hide when combat starts

Very similar to the way I let my players use Familiars:
If you roll Initiative, that Familiar is in the combat, I can kill it.
If you don't roll Initiative...It's a Tiny creature; It stays out of the combat somehow until it's over. I can't kill it, and it can't help (figuratively or literally taking the action).

But you choose to roll Initiative when the combat starts.
"What do you want DMPC to do?"

Again, I like the UA Sidekick rules, because it tells the players that DMPC isn't totally useless, and can actually help in a combat, or at least defend itself.


Also, make sure the person being escorted is reasonably likable.

...I mean. Yes and no. But you can't really know whether or not the players will like the character until they spend time with them. But I also think 'likability', is at a times, over-rated. Sometimes the DMPC being totally unlikable is meant to present a roleplaying challenge. "We [I]could just leave them here, in the middle of the tundra, defenseless...But what does that say about us?"

5eNeedsDarksun
2020-08-13, 01:21 AM
I'm struggling to understand the problem here. I've been a DM and am currently a player in groups where we are escorting and it definitely added complexity and diversity to combat in the sense that our goal wasn't just: kill the bad guys in front of us. Protecting the asset added a challenge. As a DM the social pillar can be a problem when you find you are having a conversation with yourself, so avoid that. Otherwise lean into the varied combat options.

Cheesegear
2020-08-13, 02:53 AM
I'm struggling to understand the problem here.

The problem is that there are a lot of bad DMs out there, who use DMPCs as a way to insert their own character, into their own game, that they are themselves, DMing.
This gives DMPCs a bad reputation. This means that DMPCs are bad.

'Escort Missions are terrible and bad.'
Why?
'Because NPCs (class levels or not) are railroaded into the party, making them DMPCs.'
...But why are DMPCs bad?

New DMs want to introduce a DMPC into their campaign, but are afraid of doing so, because - you guessed it - DMPCs are bad.
How does a DM, avoid making a bad DMPC?
Hence the thread.

Unoriginal
2020-08-13, 03:14 AM
The problem is that there are a lot of bad DMs out there, who use DMPCs as a way to insert their own character, into their own game, that they are themselves, DMing.
This gives DMPCs a bad reputation. This means that DMPCs are bad.

'Escort Missions are terrible and bad.'
Why?
'Because NPCs (class levels or not) are railroaded into the party, making them DMPCs.'
...But why are DMPCs bad?

New DMs want to introduce a DMPC into their campaign, but are afraid of doing so, because - you guessed it - DMPCs are bad.
How does a DM, avoid making a bad DMPC?
Hence the thread.

Escort missions don't require DMPCs. They just require a NPC who needs the PCs to protect them. Which can be annoying if the PCs feel shackled to the task or find the NPC too unlikable to want to protect them.

DMPCs are bad because the DM is controlling a character with a PC role, when they could easily just have a NPC tag along and help.

NaughtyTiger
2020-08-13, 07:03 AM
I'm struggling to understand the problem here. I've been a DM and am currently a player in groups where we are escorting and it definitely added complexity and diversity to combat in the sense that our goal wasn't just: kill the bad guys in front of us. Protecting the asset added a challenge. As a DM the social pillar can be a problem when you find you are having a conversation with yourself, so avoid that. Otherwise lean into the varied combat options.

Agreed. The OP finds them distasteful, but not sure why. (too fragile/dumb?)

Others seem to find them distasteful, because the escort himself is vile or boring.

Unoriginal
2020-08-13, 07:16 AM
Others seem to find them distasteful, because the escort himself is vile or boring.

I have no issues with escort missions, but if the players have a bad time with it it's not worth it. "PCs have a bad time by players like it" is a whole different story, though

Tanarii
2020-08-13, 09:13 AM
Agreed. The OP finds them distasteful, but not sure why. (too fragile/dumb?)

Others seem to find them distasteful, because the escort himself is vile or boring.
Maybe from CRPGs, where they are pretty universally loathed?

CheddarChampion
2020-08-13, 09:37 AM
Agreed. The OP finds them distasteful, but not sure why. (too fragile/dumb?)

I've mostly heard tales of them going wrong instead of going right. I've asked the forum for advice on how to avoid relevant pitfalls and make the good parts better.

I don't think there's anything inherently bad about escort missions, they just have their own set of pros and cons.

NaughtyTiger
2020-08-13, 10:00 PM
I've mostly heard tales of them going wrong instead of going right. I've asked the forum for advice on how to avoid relevant pitfalls and make the good parts better.

I don't think there's anything inherently bad about escort missions, they just have their own set of pros and cons.

Ah, okay, from your original post, I got the vibe that the issue was was just fragile NPCs.

What are the current takeaways?

Cheesegear
2020-08-14, 12:01 AM
What are the current takeaways?

1. NPCs should be able to reasonably defend themselves - even if it means running away. Meaning, that if hostiles should somehow manage to get around the party, the NPC wont die in one hit.
That is, if you're making an adventure, where an enemy hostile has the capability to cast Fireball, the NPC, should not be able to die to a single Fireball. Yes, sometimes bad luck happens, and you roll 43 out of 48 damage. But, at the end of the day, you chose the NPC, you chose the hostiles. Why did you choose the NPC to be so fragile?

Solution: I like the UA Sidekick rules.
Wrong: Give the NPC Class Levels, but also they're 3 Levels higher than the actual party.

2. NPCs should serve the party in some fashion. The party needs to feel like the NPC isn't a burden to them. This also heightens engagement with the character because the NPC provides the party with a useful mechanical, social, or expository benefit.

Solution: If the party doesn't speak Draconic, and it's necessary to the adventure that you've planned out...The NPC speaks Draconic. If everyone at the table has used INT as their dump stat, the NPC has Expertise in Knowledge skills (somehow). Also remember to look at Background Features for how an NPC can help out the party. If the party uses spells purely for combat, the NPC has helpful, non-combat spells prepared, especially if those spells might replicate an ability that the party doesn't have (e.g; Comprehend Languages)
Wrong: If the party includes a Fighter...Your NPC is not also a Fighter with the exact same skills. The more players in the party, the less useful an NPC becomes. If you have 'enough' players, seriously consider what value an NPC might add.

3. NPCs should be constructive, not destructive. Yes, 'NPCs do what their character would do'. Classic. Unfortunately, NPCs are not actual players at the table. If the NPC is destructive to the party, they have a mechanical disadvantage to the party, the playerswant to get rid of them. Additionally, because they're not PCs, there are no out-of-game IRL social consequences for slicing the NPCs throat if it should come to that. Players are usually more than willing to drop an NPC if the NPC is hamstringing them.

Solution: Try not to make your NPCs Chaotic and/or Evil, and definitely don't play them destructively, if they are. Remember the above point, NPCs should be helpful to the party.
Wrong: The NPC is Chaotic Stupid, because it's fun, for you, the DM, to play a character that way, because everyone knows that D&D is the DM vs. the Players. And you're just 'playing the character'...That you chose. That you forced on the party.

4. D&D is about the players, not you, the DM.

Solution: The NPC is not the Chosen One, he's not a Messiah, and he's definitely not able to roleplay with yourself - the DM - out of every single situation he's in.
Wrong: The NPC is super-special-awesome and can do whatever he wants, and has items and a statblock that he definitely shouldn't have. The NPC 'doesn't roll dice', and as such, succeeds in everything they do...And they do a lot...More than the party, even.

kazaryu
2020-08-14, 01:15 AM
Makes sense to me! My group seems to prefer combat, decision making, and other obstacles. I'll give the NPC some helpful abilities but nothing that could solve the obstacles or dominate combat.


ok, so. best of both worlds? make them incompetent...but brave. and have their incompetence wrap around to being helpful.

so like, take a creature statblock that is heavily support, and reflavor the abilities to be helpful to the allies.

E.G. take like...a masterminds signature ability. the bonus action aid. So instead of them doing something competent to 'aid', they're actually trying to hide behind some barrels...which they knock over...which distracts one of the enemies enough to give a PC advantage.






i mean...it seems like a fun way to have the incompetent character actually be helpful.

CTurbo
2020-08-14, 02:33 AM
I DMed a long term campaign centered around escorting a young Princess across the lands to her Elf father after her Human mother died.

I statted her out as a CG Lore Bard. Half-Elf obviously. Always same level as the PCs. I took some liberties when creating her because I was the DM and I could do whatever I wanted haha

I completely made up her stats and they were something like this - 6 Str, 18 Dex, 14 Con, 12 Int, 12 Wis, 22 Cha. Maybe even 16 Con I don't remember now.

Yes I wanted her to have 22 Cha for fun and it WAS fun. She never wore any armor though and only carried a dagger. She normally used Vicious Mockery and Cutting Words in combat, and only if she had to. Usually she would show no interest in combat unless directly threatened, but she wouldn't run unless the enemy was a mindless beast or aberration or something in which case invisibility and hiding was her go-to.

I also took liberties with giving her feats and spells too. I know she had Mobile, and Ritual Caster: Wiz and I eventually gave her Inspiring Leader. Seems like I'm missing one too.

Anyway, the players were motivated by the fact that they were GOOD as it was the right thing to do and by GREED as they knew this job would have a huge payoff.

I tried to not let her steal the spotlight, but there were times when it couldn't be helped. I tried to limit having conversations with myself as best as I could, but when it happened, I always let the dice determine the outcome.

I'm really proud of that character. It was one of the most well thought out and developed characters I ever made ironically. She was aloof and nearly sociopathic in some ways. Definitely a bit of a spoiled brat. Fearless to the point of being reckless at times, but deep down she was caring and eventually she did anything she could to help the team.

Overall I feel like it was an extremely fun and successful campaign for all involved. I would jump at the chance to do another escorting campaign.

BloodSnake'sCha
2020-08-15, 08:57 AM
Make them not kill themselves.

I always hated escort missions where the escort rush into battle.
Make them more defensive so they will try to stay alive and let the party focus on the danger.

When I give my players an escort missions to escort a pitcher I give the NPC a limited ability to heal and make him hide and douge in combat.bout of combat he tells them about his religion and the areas they are traveling in.

When I give them a mission to escort a merchant the merchant never leave the inside of the cerige and make deals with the PC when it comes to the loot.

Kemev
2020-08-16, 01:47 AM
I've always struggled with DM'ing escort missions. For example, my Curse of Strahd players threw Ireena off a cliff and killed her. Admittedly, I suspect my friends are horrible people, so maybe some groups just aren't cut out for escort mission style gameplay.

Segev
2020-08-16, 09:01 AM
I think the point about video games giving escort missions a bad reputation is the best one. It’s the “protect the idiot” missions that annoy players, because the idiot AI makes it harder than it feels like it should be.

In a tabletop game like D&D, there’s more time to be tactical and the NPC has a DM thinking through how the NPC would really respond to situations. More, the players can give specific instructions to the NPC or the NPC does something unexpectedly foolish at some point, both to get the NPC out of trouble and to try to prevent the error from repeating.

Even an NPC who is hated and obnoxious can be a fun escort mission for a party that likes playing Han Solo to Princess Leia or who feel the promised reward for getting the obnoxious NPC to the goal is worth it. But only when the obnoxious NPC doesn’t also seem determined to make them fail at protecting him.

And even if he does make their job harder, the right personality and reward can make it fun. Imagine escorting Volo as he meets monsters in person and acts more like the Crocodile Hunter than his canon self. Even when he’s poking the herd or predatory dinosaurs, he still can be reasoned with in ways a video game NPC cannot. Or tied up and forcefully carried out of danger, if needs be.

Luccan
2020-08-16, 12:30 PM
I think the classic D&D escort mission is the Caravan Guards. This is generally super linear- while the PCs might get some sidequests and even some influence in choosing the caravan's exact route, their destination tends to remain the same and they can't really leave or reprioritize without the DM needing to rewrite a lot. Thus, beyond the DM making an NPC the party can stand, I recommend avoiding a scenario where the NPC is making the decisions: the party may agree to bring the NPC to X, but how they get there (and to a larger degree than the caravan, when they get there) is entirely PC choice.

TL;DR: keep decision making in the hands of the PCs. That's the biggest failing of many escort missions.

Angelalex242
2020-08-17, 08:51 PM
I like the princess idea.

Once you save her, you gotta get her home. Unless the party can overland fly or teleport, that's frequently tough.

XmonkTad
2020-08-18, 08:45 AM
In vgs you have to constantly worry about the stupid AI killing itself and you getting a game over. In TT, you don't have that. As long as the NPC stays out of the PCs' way and is interesting, then you're already off to an excellent start.

The largest problem arises when the NPC starts to get into the players' way. A weak NPC that refuses to stay away from battles or a strong NPC that steals the spotlight.

Very true. This is the heart of the problem. An NPC can also be played in a way that frustrates players by mimicking bad AI even if it makes sense to play the character that way for narrative reasons. The "doesn't listen to the PCs and cowers or runs away in combat" archetype is extremely frustrating. And it often makes sense to play an NPC who requires escorting in this way.

firelistener
2020-08-18, 11:22 AM
My players tend to like awful NPCs more than ones that should theoretically be more enjoyable to escort. If I try to make a character that's funny or cool, they tend to focus on how he isn't pulling his weight as much as they are. If I make it a spoiled annoying character that is obviously useless and terrible, they seem to have lower expectations for the NPC and actually enjoy the adventure more.

Segev
2020-08-19, 01:09 PM
My players tend to like awful NPCs more than ones that should theoretically be more enjoyable to escort. If I try to make a character that's funny or cool, they tend to focus on how he isn't pulling his weight as much as they are. If I make it a spoiled annoying character that is obviously useless and terrible, they seem to have lower expectations for the NPC and actually enjoy the adventure more.

I think it's partially because, as you put it, expectations are set at a different place. When the escortee is a doofus in character, it's way less frustrating if the doofus acts like a doofus in the actual gameplay. When they expect the NPC to actually have some self-preservation instinct and he acts like he wins a prize if he dies in the most underwhelming way possible, it's frustrating. It's challenge that puts more outside the players' control, but punishes them for the things outside their control. Make the NPC's bad behavior predictable, though, even if it is BAD, and the players can plan around and for it, or even manipulate it.

KorvinStarmast
2020-08-19, 01:32 PM
I recommend avoiding a scenario where the NPC is making the decisions: the party may agree to bring the NPC to X, but how they get there (and to a larger degree than the caravan, when they get there) is entirely PC choice. Escort missios improve IME when (1) the original route is blocked (Land slide, flooded river, bridge out, war erupted in the area, etc) and the PCs have to find a way to get the escortee to the destination (2) On Time!

Timely delivery is a contingent factor in the fee (or whatever in game currency is used) being paid at the other end.

Example:
"The roads have become dangerous. I need you to take my niece to Vilajton, across the local mountain pass, since she is soon to be married to {some poor sap}. Her father is lost in the {mountains of hilliness}. Her uncle, my brother, will pay you the remaining 90% of the fee (here's your 10%) upon delivery before the next new moon ...'

And of course, there's been an avalanche and the one mountain pass is massively blocked .... so how do they get her there?

Exploration? Find another route, maybe a dangerous one, or a longer one that means they need to do forced marches ... maybe magic? Maybe contact local stone giants to clear the mountain pass ...

Choices.

Pex
2020-08-19, 03:13 PM
Bring in a guest player to run the principal.

Doesn't help if the guest player likes to be disruptive. Been there. Done that. Told the DM don't invite him back.