Escort Quests and Cargo Quests
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 16 December 2013, 7:30 am
Here's a organizational scheme to consider: escort quests and cargo quests.

Escort quests are what they sound like: you escort someone through some dangerous area. Sometimes they're just passing through. Other times they're doing something along the way. They might ask you to take the lead, though never as often as they should, or run out themselves. The main takeaway is that the thing or person being escorted could take the journey without you, but with far more risk to themselves. For example, someone gathering measurements of local deadly wildlife . You are a helper, not a mover.

Cargo quests are also what they sound like: you transport cargo through some area, which is potentially dangerous as well. This can be an item, or a person. This can be a kidnapping quest or a kid-carrying quest. The main takeaway is that the thing or person being escorted cannot take the journey without you, not because of risk, but because they cannot even move on their own. For example, any prisoner will at least start off as cargo. You are the mover, and quite possibly not a helper.

Since both quests can involve people, which do you think includes characters with greater autonomy?



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