I'm running my players through a modified version of Serpents Skull - Racing into Ruin, which has them leading a caravan/barge upriver. The scenario is a race with a rival party doing the same, which so far is in the lead, though the PC's are rapidly gaining.
At some point, the two parties are likely to intersect; since they're on the same set path (eg the river) there's no obvious opportunity to bypass the lead party without encountering it. There are a bunch of nasty things I can think of that will keep the rivals in the lead; rebuffing the party, but if the party can engineer their voyage to overtake them, they should be entitled to do so, so I'd like to figure out a way that the parties can pass each other / encounter each other without one of them wiping out the other...
The parties sponsor has already asked them not to overtly harass the rival faction, however the rival faction has been less scrupulous; and the PC's are getting understandably enthusiastic about "what we're gonna do when we get our hands on them". They are currently a long way from their sponsors, and may or may not remember or care about this order...
It is acceptable to me (and the sponsors) that the PC's rough up their rivals, the rivals have been a pain and deserve some comeuppance, the party deserves an opportunity to vent. BUT, the rivals still have parts to play, so if the PC's do attack, I need a way to prevent them from totally scuttling the expedition... (As an eg here, I have been making a big deal of caravan supplies as a method of threatening their pace and injecting drama, so it is reasonable that they could attempt to steal and/or destroy their opponents supplies, which would knock them out of the plot. Likewise, should they turn their mind to it and somehow manage to scuttle their rivals barge it will be a similarly final blow.)
I'm at a loose end, looking for inspiration. Other GM's, how would you deal with the situation?
For the reference; Players party: 4x level 6 characters (cleric, witch, barbarian, psychic warrior), playing custom kobold races; with the support of ~20 'expedition support' NPC's (sailors, low-level mercenary guards, etc)
Rival party still up in the air, can be 'retroactively' adjusted as needed to support needed strategies...
I guess I meant the rival party is still important from a plot/pacing perspective
– crcroberts Apr 25 '15 at 07:44