Once or twice in my campaign, my PCs will be tasked with tailing someone for a day or so. We're in Waterdeep, and I'm thinking about what kind of checks or random events might occur during that game-day so it can make for a bit of an interesting jaunt. The target will, ultimately, lead them to plot points - of course if they're spotted maybe not so much, or they could lose the trail and need to do it again.
Also trying to manage 6-7 PCs, though they're generally pretty amenable to being grouped up for things/like 4-5 of them are okay not being called on for each and every "what's YOUR character doing at this junction" thing.
Anyone else had a mechanic like this in a game that worked well?
6-7 PCs are going to be pretty easy to spot, especially if they aren't disguised. PCs are usually a bunch of odd looking, heavily armed people. This is a task that should be accomplished by 1-2 of them going solo.
There are ways that the PCs can make almost any amount of "tail the guy" missions farcical, especially if the guy isn't looking for them.
Wildshape into a dog or if possible, a crow, and who is going to suspect you?
So you need to ensure that the target has a chance of noticing PCs who are going to use those kinds of tactics (which is all of them), or else just enjoy that they do.
Some things that could happen throughout the day as they tail the NPC around:
The road between them becomes blocked, perhaps by some Doomsday Prophets who are really, really intent on talking to the PCs and convincing them to join their cult
A pickpocket steals something valuable from one of the PCs and then dashes off - do they chase and make a commotion?
A runaway cart trundles down a steep street, which requires physical strength to stop and prevent it squashing an old lady
An alchemist's cart overturns, flooding the street with a dangerous substance
The NPC is wearing some kind of uniform or otherwise a distinctive garb. When they walk into a crowd, the PCs see 3 others wearing similar costumes and can't tell who is who - who do they follow?
These are some solid ideas; I see a few from the "chase" mechanic ideas in the DMG and those could work well. The idea isn't really for the 6-7 PCs to fail in following BUT to make it more than a simple "you tail the guy for 12 hours and look he's now going to the XXX". So ideally, it would be a lot of checks - stealth, deception, etc. - to not be seen and to pick up clues, while maybe also trying to stay on top of him to get to the major plot points.
Give the person being followed a few errands to run. Maybe he picks something up, meets someone, hands it off, goes into a store, and walks out 15 minutes later. Do they tail the guy? Investigate the shop? Follow the package? Do they split up the party?
this might also be a good hourglass challenge. If the person they’re following does a thing, don’t give them more than a minute to react. If they don’t respond in time the person is on the move again and they lose their change to react. with 6 PCs deciding on anything in less than 60 seconds Is probably going to be tough for them.
lastly, as I think was said above, if they have to succeed to move the plot forward, don’t jerk them around and just let them succeed. If there aren’t real consequences for failure they won’t take these types of challenges as seriously in the future, which lowers the drama/adrenaline factor.
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Once or twice in my campaign, my PCs will be tasked with tailing someone for a day or so. We're in Waterdeep, and I'm thinking about what kind of checks or random events might occur during that game-day so it can make for a bit of an interesting jaunt. The target will, ultimately, lead them to plot points - of course if they're spotted maybe not so much, or they could lose the trail and need to do it again.
Also trying to manage 6-7 PCs, though they're generally pretty amenable to being grouped up for things/like 4-5 of them are okay not being called on for each and every "what's YOUR character doing at this junction" thing.
Anyone else had a mechanic like this in a game that worked well?
I'd make this a 4e style skill challenge. Matt Colville has a good vid on it if you want to check it out.
Unless the players have to succeed for the plot then just say it succeed.
Thanks! I'll look for that vid.
6-7 PCs are going to be pretty easy to spot, especially if they aren't disguised. PCs are usually a bunch of odd looking, heavily armed people. This is a task that should be accomplished by 1-2 of them going solo.
There are ways that the PCs can make almost any amount of "tail the guy" missions farcical, especially if the guy isn't looking for them.
So you need to ensure that the target has a chance of noticing PCs who are going to use those kinds of tactics (which is all of them), or else just enjoy that they do.
Some things that could happen throughout the day as they tail the NPC around:
These are some solid ideas; I see a few from the "chase" mechanic ideas in the DMG and those could work well. The idea isn't really for the 6-7 PCs to fail in following BUT to make it more than a simple "you tail the guy for 12 hours and look he's now going to the XXX". So ideally, it would be a lot of checks - stealth, deception, etc. - to not be seen and to pick up clues, while maybe also trying to stay on top of him to get to the major plot points.
Give the person being followed a few errands to run. Maybe he picks something up, meets someone, hands it off, goes into a store, and walks out 15 minutes later. Do they tail the guy? Investigate the shop? Follow the package? Do they split up the party?
this might also be a good hourglass challenge. If the person they’re following does a thing, don’t give them more than a minute to react. If they don’t respond in time the person is on the move again and they lose their change to react. with 6 PCs deciding on anything in less than 60 seconds Is probably going to be tough for them.
lastly, as I think was said above, if they have to succeed to move the plot forward, don’t jerk them around and just let them succeed. If there aren’t real consequences for failure they won’t take these types of challenges as seriously in the future, which lowers the drama/adrenaline factor.