Maybe something you learned the hard way, or something you found out right before making a huge mistake.
E.g., for audiophiles: don’t buy subwoofers from speaker companies, and don’t buy speakers from subwoofer companies.
Maybe something you learned the hard way, or something you found out right before making a huge mistake.
E.g., for audiophiles: don’t buy subwoofers from speaker companies, and don’t buy speakers from subwoofer companies.
If you are dungeon mastering I would recommend avoiding the Quantum Ogre as much as possible. The idea here is to use the same encounter depending on whatever decision the party chooses. This is tempting because this reduces prep work and can reuse information. However, if the decision doesn’t have any consequence why make the players make this decision? TTRPG are about collaborative story telling so decisions so matter and if they don’t why am I even playing. If you want to reduce your prep maybe have the same monsters but at least change the terrain or starting criteria.
If there is decision lead clues about what might be different between the options if it is important decision. These clues might not be obvious but that is what skills checks are for. Make decisions worthwhile so players feel engaged
Man, this one is loaded. I use variants on the quantum.ogre all the time, and am widely considered to be an excellent dm. It’s not about the ogre, it’s about whether choices have an impact on the story. They can still do that even if minor parts of the set dressing - like whether or not you’ll fight an ogre around the corner because you the DM spent ages prepping that encounter - are relatively constant
This is exactly my point is that by relying on it constantly there is no actual real choice and its just lying about railroading the players. If I have the choice about going to clear out the undead in the forbidden temple or clear out the bandits on the outskirts of town and behind the scenes its the same dungeon map I will never know nor will I care. But if I go to kill the undead at the forbidden temple and end up at the bandit camp why make this choice? I love being able to re-use material like this, (In fact I had a dungeon that was an extra-dimensional space where the players got to choose between monsters and demons which used the same map). Same thing if a group of assassins is coming to attack the party and they are deciding between going shopping or the spa. The assassins will find them either way at whatever place they are doing. This is a great use. But if I heard rumor about these assassins and attempt to hide from them but no matter what I do they will always find me that is removing choice.
I think its more of an advanced technique that given as some beginner friendly advice. Its easy to use it all the time to reduce agency instead of using it sparingly.
The same basic encounter can have different effects in different contexts.
Maybe clearing the bandits is how you find a stolen artifact that helps you clear the forbidden temple. Fighting the same enemy in a back alley has different consequences from doing it in the busy street. The ogre down path A might be mechanically identical to the one down path B, but they’re from rival tribes.
It can definitely be used incorrectly, but there are lots of ways for that non-choice to really be a meaningful choice.