06-19-2019, 09:20 PM | #1 |
Join Date: Feb 2011
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Campaigns built around Protecting an NPC?
I'm curious what sort of player response you've gotten from campaigns built around protecting one specific NPC -- and a weak one at that.
Perhaps the prototype for this sort of campaign might be the first half of most Harry Potter books, seen from the perspective of his teachers. The PCs have responsibilities and adventures outside of the NPC, but things tend to revolve around it, and it might make trouble. This partywide Dependent (or small group of Dependents, I suppose,) probably should be played with a careful hand, in order to avoid making them annoyingly weak or passive -- or, for that matter, too powerful or proactive. Has it worked out? Was the story able to work interestingly? Did the players enjoy the structure? Any thoughts going into it? |
06-20-2019, 12:31 AM | #2 |
Join Date: Mar 2008
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Re: Campaigns built around Protecting an NPC?
I ran a convention game once where the party was hired by a dragon with a injured wing to smuggle him back to the mountains. The couple of groups that played seem to enjoy it.
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06-20-2019, 02:42 AM | #3 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Campaigns built around Protecting an NPC?
I've run a multi-session adventure set in Paris in the 1930s with secret supernatural, and the PCs essentially served as bodyguards. There were parts in which the PCs were a bit bored, because that's part and parcel of that job; but those were the parts in which the players could spend time in non-combat roleplaying, so the players (as opposed to the characters) weren't bored.
Then, of course they also gathered intel, and eventually opted for the obvious the-best-defense-is-the-offense strategy. The main NPC wasn't weak per se, he was rich and powerful; but he was out of his depth in the kind of threat he had stumbled in. That's what was annoying in him. A member of his family didn't understand the danger and tried to sneak away on her own - which was annoying too, but also typical of bodyguard work, I believe. |
06-20-2019, 03:12 AM | #4 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Campaigns built around Protecting an NPC?
I recently played a two-session fantasy scenario built around taking a mute four-year-old back to her home village. Fortunately, she was pretty sensible and didn't make much trouble for us, but protecting her definitely made life complicated.
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06-20-2019, 03:33 AM | #5 |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Campaigns built around Protecting an NPC?
Long long ago ... A Supers campaign. We were protecting a philanthropist from asaassins. There were several plots thwarted and intrigues entangled. When we caught the adversaries, though, we ended up being shot in the back of the heads. It turned out our "philanthropist" used his charities as a cover for accumulating human sacrifices and our "assassins" were the Good Guys. After we managed to win, we had a "A-Team" arc, eunning from the law for killing a well-known philanthropist.
Remember the twist ending.
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06-20-2019, 04:26 AM | #6 | |
Join Date: Apr 2018
Location: Trondheim, Norway
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Re: Campaigns built around Protecting an NPC?
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You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do. Or, you can run so far away that Status and Wealth don't apply anymore... Character sheet: Google Drive link (See this thread for details.) Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue / A Doe Among Wolves |
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06-20-2019, 05:25 AM | #7 |
Join Date: May 2005
Location: Oz
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Re: Campaigns built around Protecting an NPC?
I ran a fantasy campaign once in which the PCs were the tutor, the music-teacher, the valet, and the coach of a thirteen-year-old exiled king, who had rescued him from the conquest/sack in which his father was killed. They had to bring him up while wandering the archipelago and keep the real option open of returning one day to drive out the conquerors and reclaim his throne.
That was in my fantasy setting Gehennum, in the Archaic Period, in which the archipelago was divide among hundreds of city-states, with a handful of significant leagues and empires, and a lot of Homeric and dark ages Greek tropes in play.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 06-20-2019 at 05:30 AM. |
06-20-2019, 07:51 PM | #8 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Campaigns built around Protecting an NPC?
I have run a long and successful game of thrones that centered around a group hired/recruited as bodyguards for the third in line for the throne. The campaign was set a couple of centuries before the main series of books.
The party was assembled as purely bodyguards for the bookish prince, but once the party had earned the prince's trust they discovered his secret. The prince contrary to his carefully crafted image was a truly remarkable and dedicated swordsman, better than the PCs. The party's goal was changed they now had to protect the prince's secret and help him train. Towards the end of the campaign the PCs got the pay off for all their work. The big bad supernasty plateclad valerian sword weilding champion of the church challenged the prince to a duel. The party got to sit on the sideline and watch as the prince they had protected and helped train took his opponent apart. (Fight starts, acting based feint to pretend to unable to draw an overly bejewelled sword, fast draw, stop hit to the eye...)
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06-21-2019, 07:07 AM | #9 | |
Join Date: Sep 2007
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Re: Campaigns built around Protecting an NPC?
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(Yes, there are narrative reasons relating to pacing and buildup for having such pauses.) |
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06-21-2019, 10:11 AM | #10 |
Join Date: Jul 2007
Location: One Mile Up
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Re: Campaigns built around Protecting an NPC?
I've pitched a kinda-sorta similar idea with one key difference to two groups, but it never got off the ground for life reasons the time I was taken up on it, so I don't have any real experience to report (yet). That said, the key difference is that the NPC the PCs have to babysit is powerful, physically and socially, and most of their job is to protect him from himself. It's basically an Action! campaign set in a Supers world, with the party desperately trying to keep a vain, tempermental, hard-partying corporate spokeshero safe, happy, and free of bad press.
If I ran it now, I would just use the templates from Action! for the PCs; IIRC the ones I almost ran it with were a Facewoman (The corporate lawyer / PR rep), a Wheelman (Chauffeur / Pilot), a Fast Guy (Physical Security Chief / Crowd Control), a Wire Rat (Electronic Security Chief / Secondary Archivist), and a very patient and dedicated Medic. Their ward, Captain Coke, is not indestructible, but you wouldn't know it from the way he acts. He may be named for the kind of coke that comes in a can, but a lot of his behavior traces directly back to the self-administration of the kind that comes in a small plastic baggie, taken to the logical conclusion of doses that would kill a hippopotamus. |
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campaign design, roleplaying |
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